//===----------------------------------------------------------------------===//
//
// This source file is part of the Soto for AWS open source project
//
// Copyright (c) 2017-2024 the Soto project authors
// Licensed under Apache License v2.0
//
// See LICENSE.txt for license information
// See CONTRIBUTORS.txt for the list of Soto project authors
//
// SPDX-License-Identifier: Apache-2.0
//
//===----------------------------------------------------------------------===//

// THIS FILE IS AUTOMATICALLY GENERATED by https://github.com/soto-project/soto-codegenerator.
// DO NOT EDIT.

#if canImport(FoundationEssentials)
import FoundationEssentials
#else
import Foundation
#endif
@_spi(SotoInternal) import SotoCore

extension GameLift {
    // MARK: Enums

    public enum AcceptanceType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case accept = "ACCEPT"
        case reject = "REJECT"
        public var description: String { return self.rawValue }
    }

    public enum BackfillMode: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case automatic = "AUTOMATIC"
        case manual = "MANUAL"
        public var description: String { return self.rawValue }
    }

    public enum BalancingStrategy: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case onDemandOnly = "ON_DEMAND_ONLY"
        case spotOnly = "SPOT_ONLY"
        case spotPreferred = "SPOT_PREFERRED"
        public var description: String { return self.rawValue }
    }

    public enum BuildStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case failed = "FAILED"
        case initialized = "INITIALIZED"
        case ready = "READY"
        public var description: String { return self.rawValue }
    }

    public enum CertificateType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case disabled = "DISABLED"
        case generated = "GENERATED"
        public var description: String { return self.rawValue }
    }

    public enum ComparisonOperatorType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case greaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold"
        case greaterThanThreshold = "GreaterThanThreshold"
        case lessThanOrEqualToThreshold = "LessThanOrEqualToThreshold"
        case lessThanThreshold = "LessThanThreshold"
        public var description: String { return self.rawValue }
    }

    public enum ComputeStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case active = "ACTIVE"
        case impaired = "IMPAIRED"
        case pending = "PENDING"
        case terminating = "TERMINATING"
        public var description: String { return self.rawValue }
    }

    public enum ComputeType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case anywhere = "ANYWHERE"
        case ec2 = "EC2"
        public var description: String { return self.rawValue }
    }

    public enum ContainerDependencyCondition: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case complete = "COMPLETE"
        case healthy = "HEALTHY"
        case start = "START"
        case success = "SUCCESS"
        public var description: String { return self.rawValue }
    }

    public enum ContainerFleetBillingType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case onDemand = "ON_DEMAND"
        case spot = "SPOT"
        public var description: String { return self.rawValue }
    }

    public enum ContainerFleetLocationStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case activating = "ACTIVATING"
        case active = "ACTIVE"
        case created = "CREATED"
        case creating = "CREATING"
        case deleting = "DELETING"
        case pending = "PENDING"
        case updating = "UPDATING"
        public var description: String { return self.rawValue }
    }

    public enum ContainerFleetRemoveAttribute: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case perInstanceContainerGroupDefinition = "PER_INSTANCE_CONTAINER_GROUP_DEFINITION"
        public var description: String { return self.rawValue }
    }

    public enum ContainerFleetStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case activating = "ACTIVATING"
        case active = "ACTIVE"
        case created = "CREATED"
        case creating = "CREATING"
        case deleting = "DELETING"
        case pending = "PENDING"
        case updating = "UPDATING"
        public var description: String { return self.rawValue }
    }

    public enum ContainerGroupDefinitionStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case copying = "COPYING"
        case failed = "FAILED"
        case ready = "READY"
        public var description: String { return self.rawValue }
    }

    public enum ContainerGroupType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case gameServer = "GAME_SERVER"
        case perInstance = "PER_INSTANCE"
        public var description: String { return self.rawValue }
    }

    public enum ContainerMountPointAccessLevel: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case readAndWrite = "READ_AND_WRITE"
        case readOnly = "READ_ONLY"
        public var description: String { return self.rawValue }
    }

    public enum ContainerOperatingSystem: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case amazonLinux2023 = "AMAZON_LINUX_2023"
        public var description: String { return self.rawValue }
    }

    public enum DeploymentImpairmentStrategy: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case maintain = "MAINTAIN"
        case rollback = "ROLLBACK"
        public var description: String { return self.rawValue }
    }

    public enum DeploymentProtectionStrategy: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case ignoreProtection = "IGNORE_PROTECTION"
        case withProtection = "WITH_PROTECTION"
        public var description: String { return self.rawValue }
    }

    public enum DeploymentStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case cancelled = "CANCELLED"
        case complete = "COMPLETE"
        case impaired = "IMPAIRED"
        case inProgress = "IN_PROGRESS"
        case pending = "PENDING"
        case rollbackComplete = "ROLLBACK_COMPLETE"
        case rollbackInProgress = "ROLLBACK_IN_PROGRESS"
        public var description: String { return self.rawValue }
    }

    public enum EC2InstanceType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case c32Xlarge = "c3.2xlarge"
        case c34Xlarge = "c3.4xlarge"
        case c38Xlarge = "c3.8xlarge"
        case c3Large = "c3.large"
        case c3Xlarge = "c3.xlarge"
        case c42Xlarge = "c4.2xlarge"
        case c44Xlarge = "c4.4xlarge"
        case c48Xlarge = "c4.8xlarge"
        case c4Large = "c4.large"
        case c4Xlarge = "c4.xlarge"
        case c512Xlarge = "c5.12xlarge"
        case c518Xlarge = "c5.18xlarge"
        case c524Xlarge = "c5.24xlarge"
        case c52Xlarge = "c5.2xlarge"
        case c54Xlarge = "c5.4xlarge"
        case c59Xlarge = "c5.9xlarge"
        case c5Large = "c5.large"
        case c5Xlarge = "c5.xlarge"
        case c5a12Xlarge = "c5a.12xlarge"
        case c5a16Xlarge = "c5a.16xlarge"
        case c5a24Xlarge = "c5a.24xlarge"
        case c5a2Xlarge = "c5a.2xlarge"
        case c5a4Xlarge = "c5a.4xlarge"
        case c5a8Xlarge = "c5a.8xlarge"
        case c5aLarge = "c5a.large"
        case c5aXlarge = "c5a.xlarge"
        case c5ad12Xlarge = "c5ad.12xlarge"
        case c5ad16Xlarge = "c5ad.16xlarge"
        case c5ad24Xlarge = "c5ad.24xlarge"
        case c5ad2Xlarge = "c5ad.2xlarge"
        case c5ad4Xlarge = "c5ad.4xlarge"
        case c5ad8Xlarge = "c5ad.8xlarge"
        case c5adLarge = "c5ad.large"
        case c5adXlarge = "c5ad.xlarge"
        case c5d12Xlarge = "c5d.12xlarge"
        case c5d18Xlarge = "c5d.18xlarge"
        case c5d24Xlarge = "c5d.24xlarge"
        case c5d2Xlarge = "c5d.2xlarge"
        case c5d4Xlarge = "c5d.4xlarge"
        case c5d9Xlarge = "c5d.9xlarge"
        case c5dLarge = "c5d.large"
        case c5dXlarge = "c5d.xlarge"
        case c5n18Xlarge = "c5n.18xlarge"
        case c5n2Xlarge = "c5n.2xlarge"
        case c5n4Xlarge = "c5n.4xlarge"
        case c5n9Xlarge = "c5n.9xlarge"
        case c5nLarge = "c5n.large"
        case c5nXlarge = "c5n.xlarge"
        case c6a12Xlarge = "c6a.12xlarge"
        case c6a16Xlarge = "c6a.16xlarge"
        case c6a24Xlarge = "c6a.24xlarge"
        case c6a2Xlarge = "c6a.2xlarge"
        case c6a32Xlarge = "c6a.32xlarge"
        case c6a48Xlarge = "c6a.48xlarge"
        case c6a4Xlarge = "c6a.4xlarge"
        case c6a8Xlarge = "c6a.8xlarge"
        case c6aLarge = "c6a.large"
        case c6aXlarge = "c6a.xlarge"
        case c6g12Xlarge = "c6g.12xlarge"
        case c6g16Xlarge = "c6g.16xlarge"
        case c6g2Xlarge = "c6g.2xlarge"
        case c6g4Xlarge = "c6g.4xlarge"
        case c6g8Xlarge = "c6g.8xlarge"
        case c6gLarge = "c6g.large"
        case c6gMedium = "c6g.medium"
        case c6gXlarge = "c6g.xlarge"
        case c6gd12Xlarge = "c6gd.12xlarge"
        case c6gd16Xlarge = "c6gd.16xlarge"
        case c6gd2Xlarge = "c6gd.2xlarge"
        case c6gd4Xlarge = "c6gd.4xlarge"
        case c6gd8Xlarge = "c6gd.8xlarge"
        case c6gdLarge = "c6gd.large"
        case c6gdMedium = "c6gd.medium"
        case c6gdXlarge = "c6gd.xlarge"
        case c6gn12Xlarge = "c6gn.12xlarge"
        case c6gn16Xlarge = "c6gn.16xlarge"
        case c6gn2Xlarge = "c6gn.2xlarge"
        case c6gn4Xlarge = "c6gn.4xlarge"
        case c6gn8Xlarge = "c6gn.8xlarge"
        case c6gnLarge = "c6gn.large"
        case c6gnMedium = "c6gn.medium"
        case c6gnXlarge = "c6gn.xlarge"
        case c6i12Xlarge = "c6i.12xlarge"
        case c6i16Xlarge = "c6i.16xlarge"
        case c6i24Xlarge = "c6i.24xlarge"
        case c6i2Xlarge = "c6i.2xlarge"
        case c6i32Xlarge = "c6i.32xlarge"
        case c6i4Xlarge = "c6i.4xlarge"
        case c6i8Xlarge = "c6i.8xlarge"
        case c6iLarge = "c6i.large"
        case c6iXlarge = "c6i.xlarge"
        case c6id12Xlarge = "c6id.12xlarge"
        case c6id16Xlarge = "c6id.16xlarge"
        case c6id24Xlarge = "c6id.24xlarge"
        case c6id2Xlarge = "c6id.2xlarge"
        case c6id32Xlarge = "c6id.32xlarge"
        case c6id4Xlarge = "c6id.4xlarge"
        case c6id8Xlarge = "c6id.8xlarge"
        case c6idLarge = "c6id.large"
        case c6idXlarge = "c6id.xlarge"
        case c6in12Xlarge = "c6in.12xlarge"
        case c6in16Xlarge = "c6in.16xlarge"
        case c6in24Xlarge = "c6in.24xlarge"
        case c6in2Xlarge = "c6in.2xlarge"
        case c6in32Xlarge = "c6in.32xlarge"
        case c6in4Xlarge = "c6in.4xlarge"
        case c6in8Xlarge = "c6in.8xlarge"
        case c6inLarge = "c6in.large"
        case c6inXlarge = "c6in.xlarge"
        case c7a12Xlarge = "c7a.12xlarge"
        case c7a16Xlarge = "c7a.16xlarge"
        case c7a24Xlarge = "c7a.24xlarge"
        case c7a2Xlarge = "c7a.2xlarge"
        case c7a32Xlarge = "c7a.32xlarge"
        case c7a48Xlarge = "c7a.48xlarge"
        case c7a4Xlarge = "c7a.4xlarge"
        case c7a8Xlarge = "c7a.8xlarge"
        case c7aLarge = "c7a.large"
        case c7aMedium = "c7a.medium"
        case c7aXlarge = "c7a.xlarge"
        case c7g12Xlarge = "c7g.12xlarge"
        case c7g16Xlarge = "c7g.16xlarge"
        case c7g2Xlarge = "c7g.2xlarge"
        case c7g4Xlarge = "c7g.4xlarge"
        case c7g8Xlarge = "c7g.8xlarge"
        case c7gLarge = "c7g.large"
        case c7gMedium = "c7g.medium"
        case c7gXlarge = "c7g.xlarge"
        case c7gd12Xlarge = "c7gd.12xlarge"
        case c7gd16Xlarge = "c7gd.16xlarge"
        case c7gd2Xlarge = "c7gd.2xlarge"
        case c7gd4Xlarge = "c7gd.4xlarge"
        case c7gd8Xlarge = "c7gd.8xlarge"
        case c7gdLarge = "c7gd.large"
        case c7gdMedium = "c7gd.medium"
        case c7gdXlarge = "c7gd.xlarge"
        case c7gn12Xlarge = "c7gn.12xlarge"
        case c7gn16Xlarge = "c7gn.16xlarge"
        case c7gn2Xlarge = "c7gn.2xlarge"
        case c7gn4Xlarge = "c7gn.4xlarge"
        case c7gn8Xlarge = "c7gn.8xlarge"
        case c7gnLarge = "c7gn.large"
        case c7gnMedium = "c7gn.medium"
        case c7gnXlarge = "c7gn.xlarge"
        case c7i12Xlarge = "c7i.12xlarge"
        case c7i16Xlarge = "c7i.16xlarge"
        case c7i24Xlarge = "c7i.24xlarge"
        case c7i2Xlarge = "c7i.2xlarge"
        case c7i48Xlarge = "c7i.48xlarge"
        case c7i4Xlarge = "c7i.4xlarge"
        case c7i8Xlarge = "c7i.8xlarge"
        case c7iLarge = "c7i.large"
        case c7iXlarge = "c7i.xlarge"
        case c8g12Xlarge = "c8g.12xlarge"
        case c8g16Xlarge = "c8g.16xlarge"
        case c8g24Xlarge = "c8g.24xlarge"
        case c8g2Xlarge = "c8g.2xlarge"
        case c8g48Xlarge = "c8g.48xlarge"
        case c8g4Xlarge = "c8g.4xlarge"
        case c8g8Xlarge = "c8g.8xlarge"
        case c8gLarge = "c8g.large"
        case c8gMedium = "c8g.medium"
        case c8gXlarge = "c8g.xlarge"
        case g5g16Xlarge = "g5g.16xlarge"
        case g5g2Xlarge = "g5g.2xlarge"
        case g5g4Xlarge = "g5g.4xlarge"
        case g5g8Xlarge = "g5g.8xlarge"
        case g5gXlarge = "g5g.xlarge"
        case m32Xlarge = "m3.2xlarge"
        case m3Large = "m3.large"
        case m3Medium = "m3.medium"
        case m3Xlarge = "m3.xlarge"
        case m410Xlarge = "m4.10xlarge"
        case m416Xlarge = "m4.16xlarge"
        case m42Xlarge = "m4.2xlarge"
        case m44Xlarge = "m4.4xlarge"
        case m4Large = "m4.large"
        case m4Xlarge = "m4.xlarge"
        case m512Xlarge = "m5.12xlarge"
        case m516Xlarge = "m5.16xlarge"
        case m524Xlarge = "m5.24xlarge"
        case m52Xlarge = "m5.2xlarge"
        case m54Xlarge = "m5.4xlarge"
        case m58Xlarge = "m5.8xlarge"
        case m5Large = "m5.large"
        case m5Xlarge = "m5.xlarge"
        case m5a12Xlarge = "m5a.12xlarge"
        case m5a16Xlarge = "m5a.16xlarge"
        case m5a24Xlarge = "m5a.24xlarge"
        case m5a2Xlarge = "m5a.2xlarge"
        case m5a4Xlarge = "m5a.4xlarge"
        case m5a8Xlarge = "m5a.8xlarge"
        case m5aLarge = "m5a.large"
        case m5aXlarge = "m5a.xlarge"
        case m5ad12Xlarge = "m5ad.12xlarge"
        case m5ad16Xlarge = "m5ad.16xlarge"
        case m5ad24Xlarge = "m5ad.24xlarge"
        case m5ad2Xlarge = "m5ad.2xlarge"
        case m5ad4Xlarge = "m5ad.4xlarge"
        case m5ad8Xlarge = "m5ad.8xlarge"
        case m5adLarge = "m5ad.large"
        case m5adXlarge = "m5ad.xlarge"
        case m5d12Xlarge = "m5d.12xlarge"
        case m5d16Xlarge = "m5d.16xlarge"
        case m5d24Xlarge = "m5d.24xlarge"
        case m5d2Xlarge = "m5d.2xlarge"
        case m5d4Xlarge = "m5d.4xlarge"
        case m5d8Xlarge = "m5d.8xlarge"
        case m5dLarge = "m5d.large"
        case m5dXlarge = "m5d.xlarge"
        case m5dn12Xlarge = "m5dn.12xlarge"
        case m5dn16Xlarge = "m5dn.16xlarge"
        case m5dn24Xlarge = "m5dn.24xlarge"
        case m5dn2Xlarge = "m5dn.2xlarge"
        case m5dn4Xlarge = "m5dn.4xlarge"
        case m5dn8Xlarge = "m5dn.8xlarge"
        case m5dnLarge = "m5dn.large"
        case m5dnXlarge = "m5dn.xlarge"
        case m5n12Xlarge = "m5n.12xlarge"
        case m5n16Xlarge = "m5n.16xlarge"
        case m5n24Xlarge = "m5n.24xlarge"
        case m5n2Xlarge = "m5n.2xlarge"
        case m5n4Xlarge = "m5n.4xlarge"
        case m5n8Xlarge = "m5n.8xlarge"
        case m5nLarge = "m5n.large"
        case m5nXlarge = "m5n.xlarge"
        case m6a12Xlarge = "m6a.12xlarge"
        case m6a16Xlarge = "m6a.16xlarge"
        case m6a24Xlarge = "m6a.24xlarge"
        case m6a2Xlarge = "m6a.2xlarge"
        case m6a32Xlarge = "m6a.32xlarge"
        case m6a48Xlarge = "m6a.48xlarge"
        case m6a4Xlarge = "m6a.4xlarge"
        case m6a8Xlarge = "m6a.8xlarge"
        case m6aLarge = "m6a.large"
        case m6aXlarge = "m6a.xlarge"
        case m6g12Xlarge = "m6g.12xlarge"
        case m6g16Xlarge = "m6g.16xlarge"
        case m6g2Xlarge = "m6g.2xlarge"
        case m6g4Xlarge = "m6g.4xlarge"
        case m6g8Xlarge = "m6g.8xlarge"
        case m6gLarge = "m6g.large"
        case m6gMedium = "m6g.medium"
        case m6gXlarge = "m6g.xlarge"
        case m6gd12Xlarge = "m6gd.12xlarge"
        case m6gd16Xlarge = "m6gd.16xlarge"
        case m6gd2Xlarge = "m6gd.2xlarge"
        case m6gd4Xlarge = "m6gd.4xlarge"
        case m6gd8Xlarge = "m6gd.8xlarge"
        case m6gdLarge = "m6gd.large"
        case m6gdMedium = "m6gd.medium"
        case m6gdXlarge = "m6gd.xlarge"
        case m6i12Xlarge = "m6i.12xlarge"
        case m6i16Xlarge = "m6i.16xlarge"
        case m6i24Xlarge = "m6i.24xlarge"
        case m6i2Xlarge = "m6i.2xlarge"
        case m6i32Xlarge = "m6i.32xlarge"
        case m6i4Xlarge = "m6i.4xlarge"
        case m6i8Xlarge = "m6i.8xlarge"
        case m6iLarge = "m6i.large"
        case m6iXlarge = "m6i.xlarge"
        case m6id12Xlarge = "m6id.12xlarge"
        case m6id16Xlarge = "m6id.16xlarge"
        case m6id24Xlarge = "m6id.24xlarge"
        case m6id2Xlarge = "m6id.2xlarge"
        case m6id32Xlarge = "m6id.32xlarge"
        case m6id4Xlarge = "m6id.4xlarge"
        case m6id8Xlarge = "m6id.8xlarge"
        case m6idLarge = "m6id.large"
        case m6idXlarge = "m6id.xlarge"
        case m6idn12Xlarge = "m6idn.12xlarge"
        case m6idn16Xlarge = "m6idn.16xlarge"
        case m6idn24Xlarge = "m6idn.24xlarge"
        case m6idn2Xlarge = "m6idn.2xlarge"
        case m6idn32Xlarge = "m6idn.32xlarge"
        case m6idn4Xlarge = "m6idn.4xlarge"
        case m6idn8Xlarge = "m6idn.8xlarge"
        case m6idnLarge = "m6idn.large"
        case m6idnXlarge = "m6idn.xlarge"
        case m6in12Xlarge = "m6in.12xlarge"
        case m6in16Xlarge = "m6in.16xlarge"
        case m6in24Xlarge = "m6in.24xlarge"
        case m6in2Xlarge = "m6in.2xlarge"
        case m6in32Xlarge = "m6in.32xlarge"
        case m6in4Xlarge = "m6in.4xlarge"
        case m6in8Xlarge = "m6in.8xlarge"
        case m6inLarge = "m6in.large"
        case m6inXlarge = "m6in.xlarge"
        case m7a12Xlarge = "m7a.12xlarge"
        case m7a16Xlarge = "m7a.16xlarge"
        case m7a24Xlarge = "m7a.24xlarge"
        case m7a2Xlarge = "m7a.2xlarge"
        case m7a32Xlarge = "m7a.32xlarge"
        case m7a48Xlarge = "m7a.48xlarge"
        case m7a4Xlarge = "m7a.4xlarge"
        case m7a8Xlarge = "m7a.8xlarge"
        case m7aLarge = "m7a.large"
        case m7aMedium = "m7a.medium"
        case m7aXlarge = "m7a.xlarge"
        case m7g12Xlarge = "m7g.12xlarge"
        case m7g16Xlarge = "m7g.16xlarge"
        case m7g2Xlarge = "m7g.2xlarge"
        case m7g4Xlarge = "m7g.4xlarge"
        case m7g8Xlarge = "m7g.8xlarge"
        case m7gLarge = "m7g.large"
        case m7gMedium = "m7g.medium"
        case m7gXlarge = "m7g.xlarge"
        case m7gd12Xlarge = "m7gd.12xlarge"
        case m7gd16Xlarge = "m7gd.16xlarge"
        case m7gd2Xlarge = "m7gd.2xlarge"
        case m7gd4Xlarge = "m7gd.4xlarge"
        case m7gd8Xlarge = "m7gd.8xlarge"
        case m7gdLarge = "m7gd.large"
        case m7gdMedium = "m7gd.medium"
        case m7gdXlarge = "m7gd.xlarge"
        case m7i12Xlarge = "m7i.12xlarge"
        case m7i16Xlarge = "m7i.16xlarge"
        case m7i24Xlarge = "m7i.24xlarge"
        case m7i2Xlarge = "m7i.2xlarge"
        case m7i48Xlarge = "m7i.48xlarge"
        case m7i4Xlarge = "m7i.4xlarge"
        case m7i8Xlarge = "m7i.8xlarge"
        case m7iLarge = "m7i.large"
        case m7iXlarge = "m7i.xlarge"
        case m8g12Xlarge = "m8g.12xlarge"
        case m8g16Xlarge = "m8g.16xlarge"
        case m8g24Xlarge = "m8g.24xlarge"
        case m8g2Xlarge = "m8g.2xlarge"
        case m8g48Xlarge = "m8g.48xlarge"
        case m8g4Xlarge = "m8g.4xlarge"
        case m8g8Xlarge = "m8g.8xlarge"
        case m8gLarge = "m8g.large"
        case m8gMedium = "m8g.medium"
        case m8gXlarge = "m8g.xlarge"
        case r32Xlarge = "r3.2xlarge"
        case r34Xlarge = "r3.4xlarge"
        case r38Xlarge = "r3.8xlarge"
        case r3Large = "r3.large"
        case r3Xlarge = "r3.xlarge"
        case r416Xlarge = "r4.16xlarge"
        case r42Xlarge = "r4.2xlarge"
        case r44Xlarge = "r4.4xlarge"
        case r48Xlarge = "r4.8xlarge"
        case r4Large = "r4.large"
        case r4Xlarge = "r4.xlarge"
        case r512Xlarge = "r5.12xlarge"
        case r516Xlarge = "r5.16xlarge"
        case r524Xlarge = "r5.24xlarge"
        case r52Xlarge = "r5.2xlarge"
        case r54Xlarge = "r5.4xlarge"
        case r58Xlarge = "r5.8xlarge"
        case r5Large = "r5.large"
        case r5Xlarge = "r5.xlarge"
        case r5a12Xlarge = "r5a.12xlarge"
        case r5a16Xlarge = "r5a.16xlarge"
        case r5a24Xlarge = "r5a.24xlarge"
        case r5a2Xlarge = "r5a.2xlarge"
        case r5a4Xlarge = "r5a.4xlarge"
        case r5a8Xlarge = "r5a.8xlarge"
        case r5aLarge = "r5a.large"
        case r5aXlarge = "r5a.xlarge"
        case r5ad12Xlarge = "r5ad.12xlarge"
        case r5ad16Xlarge = "r5ad.16xlarge"
        case r5ad24Xlarge = "r5ad.24xlarge"
        case r5ad2Xlarge = "r5ad.2xlarge"
        case r5ad4Xlarge = "r5ad.4xlarge"
        case r5ad8Xlarge = "r5ad.8xlarge"
        case r5adLarge = "r5ad.large"
        case r5adXlarge = "r5ad.xlarge"
        case r5d12Xlarge = "r5d.12xlarge"
        case r5d16Xlarge = "r5d.16xlarge"
        case r5d24Xlarge = "r5d.24xlarge"
        case r5d2Xlarge = "r5d.2xlarge"
        case r5d4Xlarge = "r5d.4xlarge"
        case r5d8Xlarge = "r5d.8xlarge"
        case r5dLarge = "r5d.large"
        case r5dXlarge = "r5d.xlarge"
        case r5dn12Xlarge = "r5dn.12xlarge"
        case r5dn16Xlarge = "r5dn.16xlarge"
        case r5dn24Xlarge = "r5dn.24xlarge"
        case r5dn2Xlarge = "r5dn.2xlarge"
        case r5dn4Xlarge = "r5dn.4xlarge"
        case r5dn8Xlarge = "r5dn.8xlarge"
        case r5dnLarge = "r5dn.large"
        case r5dnXlarge = "r5dn.xlarge"
        case r5n12Xlarge = "r5n.12xlarge"
        case r5n16Xlarge = "r5n.16xlarge"
        case r5n24Xlarge = "r5n.24xlarge"
        case r5n2Xlarge = "r5n.2xlarge"
        case r5n4Xlarge = "r5n.4xlarge"
        case r5n8Xlarge = "r5n.8xlarge"
        case r5nLarge = "r5n.large"
        case r5nXlarge = "r5n.xlarge"
        case r6a12Xlarge = "r6a.12xlarge"
        case r6a16Xlarge = "r6a.16xlarge"
        case r6a24Xlarge = "r6a.24xlarge"
        case r6a2Xlarge = "r6a.2xlarge"
        case r6a32Xlarge = "r6a.32xlarge"
        case r6a48Xlarge = "r6a.48xlarge"
        case r6a4Xlarge = "r6a.4xlarge"
        case r6a8Xlarge = "r6a.8xlarge"
        case r6aLarge = "r6a.large"
        case r6aXlarge = "r6a.xlarge"
        case r6g12Xlarge = "r6g.12xlarge"
        case r6g16Xlarge = "r6g.16xlarge"
        case r6g2Xlarge = "r6g.2xlarge"
        case r6g4Xlarge = "r6g.4xlarge"
        case r6g8Xlarge = "r6g.8xlarge"
        case r6gLarge = "r6g.large"
        case r6gMedium = "r6g.medium"
        case r6gXlarge = "r6g.xlarge"
        case r6gd12Xlarge = "r6gd.12xlarge"
        case r6gd16Xlarge = "r6gd.16xlarge"
        case r6gd2Xlarge = "r6gd.2xlarge"
        case r6gd4Xlarge = "r6gd.4xlarge"
        case r6gd8Xlarge = "r6gd.8xlarge"
        case r6gdLarge = "r6gd.large"
        case r6gdMedium = "r6gd.medium"
        case r6gdXlarge = "r6gd.xlarge"
        case r6i12Xlarge = "r6i.12xlarge"
        case r6i16Xlarge = "r6i.16xlarge"
        case r6i24Xlarge = "r6i.24xlarge"
        case r6i2Xlarge = "r6i.2xlarge"
        case r6i32Xlarge = "r6i.32xlarge"
        case r6i4Xlarge = "r6i.4xlarge"
        case r6i8Xlarge = "r6i.8xlarge"
        case r6iLarge = "r6i.large"
        case r6iXlarge = "r6i.xlarge"
        case r6id12Xlarge = "r6id.12xlarge"
        case r6id16Xlarge = "r6id.16xlarge"
        case r6id24Xlarge = "r6id.24xlarge"
        case r6id2Xlarge = "r6id.2xlarge"
        case r6id32Xlarge = "r6id.32xlarge"
        case r6id4Xlarge = "r6id.4xlarge"
        case r6id8Xlarge = "r6id.8xlarge"
        case r6idLarge = "r6id.large"
        case r6idXlarge = "r6id.xlarge"
        case r6idn12Xlarge = "r6idn.12xlarge"
        case r6idn16Xlarge = "r6idn.16xlarge"
        case r6idn24Xlarge = "r6idn.24xlarge"
        case r6idn2Xlarge = "r6idn.2xlarge"
        case r6idn32Xlarge = "r6idn.32xlarge"
        case r6idn4Xlarge = "r6idn.4xlarge"
        case r6idn8Xlarge = "r6idn.8xlarge"
        case r6idnLarge = "r6idn.large"
        case r6idnXlarge = "r6idn.xlarge"
        case r6in12Xlarge = "r6in.12xlarge"
        case r6in16Xlarge = "r6in.16xlarge"
        case r6in24Xlarge = "r6in.24xlarge"
        case r6in2Xlarge = "r6in.2xlarge"
        case r6in32Xlarge = "r6in.32xlarge"
        case r6in4Xlarge = "r6in.4xlarge"
        case r6in8Xlarge = "r6in.8xlarge"
        case r6inLarge = "r6in.large"
        case r6inXlarge = "r6in.xlarge"
        case r7a12Xlarge = "r7a.12xlarge"
        case r7a16Xlarge = "r7a.16xlarge"
        case r7a24Xlarge = "r7a.24xlarge"
        case r7a2Xlarge = "r7a.2xlarge"
        case r7a32Xlarge = "r7a.32xlarge"
        case r7a48Xlarge = "r7a.48xlarge"
        case r7a4Xlarge = "r7a.4xlarge"
        case r7a8Xlarge = "r7a.8xlarge"
        case r7aLarge = "r7a.large"
        case r7aMedium = "r7a.medium"
        case r7aXlarge = "r7a.xlarge"
        case r7g12Xlarge = "r7g.12xlarge"
        case r7g16Xlarge = "r7g.16xlarge"
        case r7g2Xlarge = "r7g.2xlarge"
        case r7g4Xlarge = "r7g.4xlarge"
        case r7g8Xlarge = "r7g.8xlarge"
        case r7gLarge = "r7g.large"
        case r7gMedium = "r7g.medium"
        case r7gXlarge = "r7g.xlarge"
        case r7gd12Xlarge = "r7gd.12xlarge"
        case r7gd16Xlarge = "r7gd.16xlarge"
        case r7gd2Xlarge = "r7gd.2xlarge"
        case r7gd4Xlarge = "r7gd.4xlarge"
        case r7gd8Xlarge = "r7gd.8xlarge"
        case r7gdLarge = "r7gd.large"
        case r7gdMedium = "r7gd.medium"
        case r7gdXlarge = "r7gd.xlarge"
        case r7i12Xlarge = "r7i.12xlarge"
        case r7i16Xlarge = "r7i.16xlarge"
        case r7i24Xlarge = "r7i.24xlarge"
        case r7i2Xlarge = "r7i.2xlarge"
        case r7i48Xlarge = "r7i.48xlarge"
        case r7i4Xlarge = "r7i.4xlarge"
        case r7i8Xlarge = "r7i.8xlarge"
        case r7iLarge = "r7i.large"
        case r7iXlarge = "r7i.xlarge"
        case r8g12Xlarge = "r8g.12xlarge"
        case r8g16Xlarge = "r8g.16xlarge"
        case r8g24Xlarge = "r8g.24xlarge"
        case r8g2Xlarge = "r8g.2xlarge"
        case r8g48Xlarge = "r8g.48xlarge"
        case r8g4Xlarge = "r8g.4xlarge"
        case r8g8Xlarge = "r8g.8xlarge"
        case r8gLarge = "r8g.large"
        case r8gMedium = "r8g.medium"
        case r8gXlarge = "r8g.xlarge"
        case t2Large = "t2.large"
        case t2Medium = "t2.medium"
        case t2Micro = "t2.micro"
        case t2Small = "t2.small"
        public var description: String { return self.rawValue }
    }

    public enum EventCode: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case computeLogUploadFailed = "COMPUTE_LOG_UPLOAD_FAILED"
        case fleetActivationFailed = "FLEET_ACTIVATION_FAILED"
        case fleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"
        case fleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED"
        case fleetCreated = "FLEET_CREATED"
        case fleetCreationCompletedInstaller = "FLEET_CREATION_COMPLETED_INSTALLER"
        case fleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD"
        case fleetCreationFailedInstaller = "FLEET_CREATION_FAILED_INSTALLER"
        case fleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER"
        case fleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"
        case fleetDeleted = "FLEET_DELETED"
        case fleetInitializationFailed = "FLEET_INITIALIZATION_FAILED"
        case fleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
        case fleetScalingEvent = "FLEET_SCALING_EVENT"
        case fleetStateActivating = "FLEET_STATE_ACTIVATING"
        case fleetStateActive = "FLEET_STATE_ACTIVE"
        case fleetStateBuilding = "FLEET_STATE_BUILDING"
        case fleetStateCreated = "FLEET_STATE_CREATED"
        case fleetStateCreating = "FLEET_STATE_CREATING"
        case fleetStateDownloading = "FLEET_STATE_DOWNLOADING"
        case fleetStateError = "FLEET_STATE_ERROR"
        case fleetStatePending = "FLEET_STATE_PENDING"
        case fleetStateUpdating = "FLEET_STATE_UPDATING"
        case fleetStateValidating = "FLEET_STATE_VALIDATING"
        case fleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
        case fleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
        case fleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT"
        case fleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED"
        case fleetVpcPeeringFailed = "FLEET_VPC_PEERING_FAILED"
        case fleetVpcPeeringSucceeded = "FLEET_VPC_PEERING_SUCCEEDED"
        case gameServerContainerGroupCrashed = "GAME_SERVER_CONTAINER_GROUP_CRASHED"
        case gameServerContainerGroupReplacedUnhealthy = "GAME_SERVER_CONTAINER_GROUP_REPLACED_UNHEALTHY"
        case gameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT"
        case genericEvent = "GENERIC_EVENT"
        case instanceInterrupted = "INSTANCE_INTERRUPTED"
        case instanceRecycled = "INSTANCE_RECYCLED"
        case instanceReplacedUnhealthy = "INSTANCE_REPLACED_UNHEALTHY"
        case locationStateActivating = "LOCATION_STATE_ACTIVATING"
        case locationStateActive = "LOCATION_STATE_ACTIVE"
        case locationStateCreated = "LOCATION_STATE_CREATED"
        case locationStateCreating = "LOCATION_STATE_CREATING"
        case locationStateDeleted = "LOCATION_STATE_DELETED"
        case locationStateDeleting = "LOCATION_STATE_DELETING"
        case locationStateError = "LOCATION_STATE_ERROR"
        case locationStatePending = "LOCATION_STATE_PENDING"
        case locationStateUpdating = "LOCATION_STATE_UPDATING"
        case perInstanceContainerGroupCrashed = "PER_INSTANCE_CONTAINER_GROUP_CRASHED"
        case serverProcessCrashed = "SERVER_PROCESS_CRASHED"
        case serverProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED"
        case serverProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH"
        case serverProcessMisconfiguredContainerPort = "SERVER_PROCESS_MISCONFIGURED_CONTAINER_PORT"
        case serverProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"
        case serverProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT"
        case serverProcessSdkInitializationFailed = "SERVER_PROCESS_SDK_INITIALIZATION_FAILED"
        case serverProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"
        case serverProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY"
        public var description: String { return self.rawValue }
    }

    public enum FilterInstanceStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case active = "ACTIVE"
        case draining = "DRAINING"
        public var description: String { return self.rawValue }
    }

    public enum FleetAction: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case autoScaling = "AUTO_SCALING"
        public var description: String { return self.rawValue }
    }

    public enum FleetStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case activating = "ACTIVATING"
        case active = "ACTIVE"
        case building = "BUILDING"
        case deleting = "DELETING"
        case downloading = "DOWNLOADING"
        case error = "ERROR"
        case new = "NEW"
        case notFound = "NOT_FOUND"
        case terminated = "TERMINATED"
        case validating = "VALIDATING"
        public var description: String { return self.rawValue }
    }

    public enum FleetType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case onDemand = "ON_DEMAND"
        case spot = "SPOT"
        public var description: String { return self.rawValue }
    }

    public enum FlexMatchMode: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case standalone = "STANDALONE"
        case withQueue = "WITH_QUEUE"
        public var description: String { return self.rawValue }
    }

    public enum GameServerClaimStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case claimed = "CLAIMED"
        public var description: String { return self.rawValue }
    }

    public enum GameServerGroupAction: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case replaceInstanceTypes = "REPLACE_INSTANCE_TYPES"
        public var description: String { return self.rawValue }
    }

    public enum GameServerGroupDeleteOption: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case forceDelete = "FORCE_DELETE"
        case retain = "RETAIN"
        case safeDelete = "SAFE_DELETE"
        public var description: String { return self.rawValue }
    }

    public enum GameServerGroupInstanceType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case c42Xlarge = "c4.2xlarge"
        case c44Xlarge = "c4.4xlarge"
        case c48Xlarge = "c4.8xlarge"
        case c4Large = "c4.large"
        case c4Xlarge = "c4.xlarge"
        case c512Xlarge = "c5.12xlarge"
        case c518Xlarge = "c5.18xlarge"
        case c524Xlarge = "c5.24xlarge"
        case c52Xlarge = "c5.2xlarge"
        case c54Xlarge = "c5.4xlarge"
        case c59Xlarge = "c5.9xlarge"
        case c5Large = "c5.large"
        case c5Xlarge = "c5.xlarge"
        case c5a12Xlarge = "c5a.12xlarge"
        case c5a16Xlarge = "c5a.16xlarge"
        case c5a24Xlarge = "c5a.24xlarge"
        case c5a2Xlarge = "c5a.2xlarge"
        case c5a4Xlarge = "c5a.4xlarge"
        case c5a8Xlarge = "c5a.8xlarge"
        case c5aLarge = "c5a.large"
        case c5aXlarge = "c5a.xlarge"
        case c6g12Xlarge = "c6g.12xlarge"
        case c6g16Xlarge = "c6g.16xlarge"
        case c6g2Xlarge = "c6g.2xlarge"
        case c6g4Xlarge = "c6g.4xlarge"
        case c6g8Xlarge = "c6g.8xlarge"
        case c6gLarge = "c6g.large"
        case c6gMedium = "c6g.medium"
        case c6gXlarge = "c6g.xlarge"
        case m410Xlarge = "m4.10xlarge"
        case m42Xlarge = "m4.2xlarge"
        case m44Xlarge = "m4.4xlarge"
        case m4Large = "m4.large"
        case m4Xlarge = "m4.xlarge"
        case m512Xlarge = "m5.12xlarge"
        case m516Xlarge = "m5.16xlarge"
        case m524Xlarge = "m5.24xlarge"
        case m52Xlarge = "m5.2xlarge"
        case m54Xlarge = "m5.4xlarge"
        case m58Xlarge = "m5.8xlarge"
        case m5Large = "m5.large"
        case m5Xlarge = "m5.xlarge"
        case m5a12Xlarge = "m5a.12xlarge"
        case m5a16Xlarge = "m5a.16xlarge"
        case m5a24Xlarge = "m5a.24xlarge"
        case m5a2Xlarge = "m5a.2xlarge"
        case m5a4Xlarge = "m5a.4xlarge"
        case m5a8Xlarge = "m5a.8xlarge"
        case m5aLarge = "m5a.large"
        case m5aXlarge = "m5a.xlarge"
        case m6g12Xlarge = "m6g.12xlarge"
        case m6g16Xlarge = "m6g.16xlarge"
        case m6g2Xlarge = "m6g.2xlarge"
        case m6g4Xlarge = "m6g.4xlarge"
        case m6g8Xlarge = "m6g.8xlarge"
        case m6gLarge = "m6g.large"
        case m6gMedium = "m6g.medium"
        case m6gXlarge = "m6g.xlarge"
        case r416Xlarge = "r4.16xlarge"
        case r42Xlarge = "r4.2xlarge"
        case r44Xlarge = "r4.4xlarge"
        case r48Xlarge = "r4.8xlarge"
        case r4Large = "r4.large"
        case r4Xlarge = "r4.xlarge"
        case r512Xlarge = "r5.12xlarge"
        case r516Xlarge = "r5.16xlarge"
        case r524Xlarge = "r5.24xlarge"
        case r52Xlarge = "r5.2xlarge"
        case r54Xlarge = "r5.4xlarge"
        case r58Xlarge = "r5.8xlarge"
        case r5Large = "r5.large"
        case r5Xlarge = "r5.xlarge"
        case r5a12Xlarge = "r5a.12xlarge"
        case r5a16Xlarge = "r5a.16xlarge"
        case r5a24Xlarge = "r5a.24xlarge"
        case r5a2Xlarge = "r5a.2xlarge"
        case r5a4Xlarge = "r5a.4xlarge"
        case r5a8Xlarge = "r5a.8xlarge"
        case r5aLarge = "r5a.large"
        case r5aXlarge = "r5a.xlarge"
        case r6g12Xlarge = "r6g.12xlarge"
        case r6g16Xlarge = "r6g.16xlarge"
        case r6g2Xlarge = "r6g.2xlarge"
        case r6g4Xlarge = "r6g.4xlarge"
        case r6g8Xlarge = "r6g.8xlarge"
        case r6gLarge = "r6g.large"
        case r6gMedium = "r6g.medium"
        case r6gXlarge = "r6g.xlarge"
        public var description: String { return self.rawValue }
    }

    public enum GameServerGroupStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case activating = "ACTIVATING"
        case active = "ACTIVE"
        case deleteScheduled = "DELETE_SCHEDULED"
        case deleted = "DELETED"
        case deleting = "DELETING"
        case error = "ERROR"
        case new = "NEW"
        public var description: String { return self.rawValue }
    }

    public enum GameServerHealthCheck: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case healthy = "HEALTHY"
        public var description: String { return self.rawValue }
    }

    public enum GameServerInstanceStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case active = "ACTIVE"
        case draining = "DRAINING"
        case spotTerminating = "SPOT_TERMINATING"
        public var description: String { return self.rawValue }
    }

    public enum GameServerProtectionPolicy: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case fullProtection = "FULL_PROTECTION"
        case noProtection = "NO_PROTECTION"
        public var description: String { return self.rawValue }
    }

    public enum GameServerUtilizationStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case available = "AVAILABLE"
        case utilized = "UTILIZED"
        public var description: String { return self.rawValue }
    }

    public enum GameSessionPlacementState: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case cancelled = "CANCELLED"
        case failed = "FAILED"
        case fulfilled = "FULFILLED"
        case pending = "PENDING"
        case timedOut = "TIMED_OUT"
        public var description: String { return self.rawValue }
    }

    public enum GameSessionStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case activating = "ACTIVATING"
        case active = "ACTIVE"
        case error = "ERROR"
        case terminated = "TERMINATED"
        case terminating = "TERMINATING"
        public var description: String { return self.rawValue }
    }

    public enum GameSessionStatusReason: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case forceTerminated = "FORCE_TERMINATED"
        case interrupted = "INTERRUPTED"
        case triggeredOnProcessTerminate = "TRIGGERED_ON_PROCESS_TERMINATE"
        public var description: String { return self.rawValue }
    }

    public enum InstanceRoleCredentialsProvider: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case sharedCredentialFile = "SHARED_CREDENTIAL_FILE"
        public var description: String { return self.rawValue }
    }

    public enum InstanceStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case active = "ACTIVE"
        case pending = "PENDING"
        case terminating = "TERMINATING"
        public var description: String { return self.rawValue }
    }

    public enum IpProtocol: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case tcp = "TCP"
        case udp = "UDP"
        public var description: String { return self.rawValue }
    }

    public enum ListComputeInputStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case active = "ACTIVE"
        case impaired = "IMPAIRED"
        public var description: String { return self.rawValue }
    }

    public enum LocationFilter: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case aws = "AWS"
        case custom = "CUSTOM"
        public var description: String { return self.rawValue }
    }

    public enum LocationUpdateStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case pendingUpdate = "PENDING_UPDATE"
        public var description: String { return self.rawValue }
    }

    public enum LogDestination: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case cloudwatch = "CLOUDWATCH"
        case none = "NONE"
        case s3 = "S3"
        public var description: String { return self.rawValue }
    }

    public enum MatchmakingConfigurationStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case cancelled = "CANCELLED"
        case completed = "COMPLETED"
        case failed = "FAILED"
        case placing = "PLACING"
        case queued = "QUEUED"
        case requiresAcceptance = "REQUIRES_ACCEPTANCE"
        case searching = "SEARCHING"
        case timedOut = "TIMED_OUT"
        public var description: String { return self.rawValue }
    }

    public enum MetricName: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case activatingGameSessions = "ActivatingGameSessions"
        case activeGameSessions = "ActiveGameSessions"
        case activeInstances = "ActiveInstances"
        case availableGameSessions = "AvailableGameSessions"
        case availablePlayerSessions = "AvailablePlayerSessions"
        case concurrentActivatableGameSessions = "ConcurrentActivatableGameSessions"
        case currentPlayerSessions = "CurrentPlayerSessions"
        case idleInstances = "IdleInstances"
        case percentAvailableGameSessions = "PercentAvailableGameSessions"
        case percentIdleInstances = "PercentIdleInstances"
        case queueDepth = "QueueDepth"
        case waitTime = "WaitTime"
        public var description: String { return self.rawValue }
    }

    public enum OperatingSystem: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case amazonLinux = "AMAZON_LINUX"
        case amazonLinux2 = "AMAZON_LINUX_2"
        case amazonLinux2023 = "AMAZON_LINUX_2023"
        case windows2012 = "WINDOWS_2012"
        case windows2016 = "WINDOWS_2016"
        public var description: String { return self.rawValue }
    }

    public enum PlacementFallbackStrategy: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case defaultAfterSinglePass = "DEFAULT_AFTER_SINGLE_PASS"
        case none = "NONE"
        public var description: String { return self.rawValue }
    }

    public enum PlayerSessionCreationPolicy: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case acceptAll = "ACCEPT_ALL"
        case denyAll = "DENY_ALL"
        public var description: String { return self.rawValue }
    }

    public enum PlayerSessionStatus: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case active = "ACTIVE"
        case completed = "COMPLETED"
        case reserved = "RESERVED"
        case timedout = "TIMEDOUT"
        public var description: String { return self.rawValue }
    }

    public enum PolicyType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case ruleBased = "RuleBased"
        case targetBased = "TargetBased"
        public var description: String { return self.rawValue }
    }

    public enum PriorityType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case cost = "COST"
        case destination = "DESTINATION"
        case latency = "LATENCY"
        case location = "LOCATION"
        public var description: String { return self.rawValue }
    }

    public enum ProtectionPolicy: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case fullProtection = "FullProtection"
        case noProtection = "NoProtection"
        public var description: String { return self.rawValue }
    }

    public enum RoutingStrategyType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case simple = "SIMPLE"
        case terminal = "TERMINAL"
        public var description: String { return self.rawValue }
    }

    public enum ScalingAdjustmentType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case changeInCapacity = "ChangeInCapacity"
        case exactCapacity = "ExactCapacity"
        case percentChangeInCapacity = "PercentChangeInCapacity"
        public var description: String { return self.rawValue }
    }

    public enum ScalingStatusType: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case active = "ACTIVE"
        case deleteRequested = "DELETE_REQUESTED"
        case deleted = "DELETED"
        case deleting = "DELETING"
        case error = "ERROR"
        case updateRequested = "UPDATE_REQUESTED"
        case updating = "UPDATING"
        public var description: String { return self.rawValue }
    }

    public enum SortOrder: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case ascending = "ASCENDING"
        case descending = "DESCENDING"
        public var description: String { return self.rawValue }
    }

    public enum TerminationMode: String, CustomStringConvertible, Codable, Sendable, CodingKeyRepresentable {
        case forceTerminate = "FORCE_TERMINATE"
        case triggerOnProcessTerminate = "TRIGGER_ON_PROCESS_TERMINATE"
        public var description: String { return self.rawValue }
    }

    // MARK: Shapes

    public struct AcceptMatchInput: AWSEncodableShape {
        /// Player response to the proposed match.
        public let acceptanceType: AcceptanceType?
        /// A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
        public let playerIds: [String]?
        /// A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.
        public let ticketId: String?

        @inlinable
        public init(acceptanceType: AcceptanceType? = nil, playerIds: [String]? = nil, ticketId: String? = nil) {
            self.acceptanceType = acceptanceType
            self.playerIds = playerIds
            self.ticketId = ticketId
        }

        public func validate(name: String) throws {
            try self.playerIds?.forEach {
                try validate($0, name: "playerIds[]", parent: name, max: 1024)
                try validate($0, name: "playerIds[]", parent: name, min: 1)
            }
            try self.validate(self.ticketId, name: "ticketId", parent: name, max: 128)
            try self.validate(self.ticketId, name: "ticketId", parent: name, pattern: "^[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case acceptanceType = "AcceptanceType"
            case playerIds = "PlayerIds"
            case ticketId = "TicketId"
        }
    }

    public struct AcceptMatchOutput: AWSDecodableShape {
        public init() {}
    }

    public struct Alias: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift alias ARN, the resource ID matches the alias ID value.
        public let aliasArn: String?
        /// A unique identifier for the alias. Alias IDs are unique within a Region.
        public let aliasId: String?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// A human-readable description of an alias.
        public let description: String?
        /// The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let lastUpdatedTime: Date?
        /// A descriptive label that is associated with an alias. Alias names do not need to be unique.
        public let name: String?
        /// The routing configuration, including routing type and fleet target, for the alias.
        public let routingStrategy: RoutingStrategy?

        @inlinable
        public init(aliasArn: String? = nil, aliasId: String? = nil, creationTime: Date? = nil, description: String? = nil, lastUpdatedTime: Date? = nil, name: String? = nil, routingStrategy: RoutingStrategy? = nil) {
            self.aliasArn = aliasArn
            self.aliasId = aliasId
            self.creationTime = creationTime
            self.description = description
            self.lastUpdatedTime = lastUpdatedTime
            self.name = name
            self.routingStrategy = routingStrategy
        }

        private enum CodingKeys: String, CodingKey {
            case aliasArn = "AliasArn"
            case aliasId = "AliasId"
            case creationTime = "CreationTime"
            case description = "Description"
            case lastUpdatedTime = "LastUpdatedTime"
            case name = "Name"
            case routingStrategy = "RoutingStrategy"
        }
    }

    public struct AnywhereConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// The cost to run your fleet per hour. Amazon GameLift Servers uses the provided cost of your fleet to balance usage in queues. For more information about queues, see Setting up queues in the Amazon GameLift Servers Developer Guide.
        public let cost: String?

        @inlinable
        public init(cost: String? = nil) {
            self.cost = cost
        }

        public func validate(name: String) throws {
            try self.validate(self.cost, name: "cost", parent: name, max: 11)
            try self.validate(self.cost, name: "cost", parent: name, min: 1)
            try self.validate(self.cost, name: "cost", parent: name, pattern: "^\\d{1,5}(?:\\.\\d{1,5})?$")
        }

        private enum CodingKeys: String, CodingKey {
            case cost = "Cost"
        }
    }

    public struct AttributeValue: AWSEncodableShape & AWSDecodableShape {
        /// For number values, expressed as double.
        public let n: Double?
        /// For single string values. Maximum string length is 100 characters.
        public let s: String?
        /// For a map of up to 10 data type:value pairs. Maximum length for each string value is 100 characters.
        public let sdm: [String: Double]?
        /// For a list of up to 100 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.
        public let sl: [String]?

        @inlinable
        public init(n: Double? = nil, s: String? = nil, sdm: [String: Double]? = nil, sl: [String]? = nil) {
            self.n = n
            self.s = s
            self.sdm = sdm
            self.sl = sl
        }

        public func validate(name: String) throws {
            try self.validate(self.s, name: "s", parent: name, max: 100)
            try self.validate(self.s, name: "s", parent: name, min: 1)
            try self.sdm?.forEach {
                try validate($0.key, name: "sdm.key", parent: name, max: 100)
                try validate($0.key, name: "sdm.key", parent: name, min: 1)
            }
            try self.sl?.forEach {
                try validate($0, name: "sl[]", parent: name, max: 100)
                try validate($0, name: "sl[]", parent: name, min: 1)
            }
        }

        private enum CodingKeys: String, CodingKey {
            case n = "N"
            case s = "S"
            case sdm = "SDM"
            case sl = "SL"
        }
    }

    public struct AwsCredentials: AWSDecodableShape {
        /// The access key ID that identifies the temporary security credentials.
        public let accessKeyId: String?
        /// The secret access key that can be used to sign requests.
        public let secretAccessKey: String?
        /// The token that users must pass to the service API to use the temporary credentials.
        public let sessionToken: String?

        @inlinable
        public init(accessKeyId: String? = nil, secretAccessKey: String? = nil, sessionToken: String? = nil) {
            self.accessKeyId = accessKeyId
            self.secretAccessKey = secretAccessKey
            self.sessionToken = sessionToken
        }

        private enum CodingKeys: String, CodingKey {
            case accessKeyId = "AccessKeyId"
            case secretAccessKey = "SecretAccessKey"
            case sessionToken = "SessionToken"
        }
    }

    public struct Build: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift build ARN, the resource ID matches the BuildId value.
        public let buildArn: String?
        /// A unique identifier for the build.
        public let buildId: String?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using CreateBuild or UpdateBuild.
        public let name: String?
        /// Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.  Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in  the Amazon Linux 2 FAQs.  For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: OperatingSystem?
        /// The Amazon GameLift Servers Server SDK version used to develop your game server.
        public let serverSdkVersion: String?
        /// File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.
        public let sizeOnDisk: Int64?
        /// Current status of the build. Possible build statuses include the following:    INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.     READY -- The game build has been successfully uploaded. You can now create new fleets for this build.    FAILED -- The game build upload failed. You cannot create new fleets for this build.
        public let status: BuildStatus?
        /// Version information that is associated with a build or script. Version strings do not need to be unique.
        public let version: String?

        @inlinable
        public init(buildArn: String? = nil, buildId: String? = nil, creationTime: Date? = nil, name: String? = nil, operatingSystem: OperatingSystem? = nil, serverSdkVersion: String? = nil, sizeOnDisk: Int64? = nil, status: BuildStatus? = nil, version: String? = nil) {
            self.buildArn = buildArn
            self.buildId = buildId
            self.creationTime = creationTime
            self.name = name
            self.operatingSystem = operatingSystem
            self.serverSdkVersion = serverSdkVersion
            self.sizeOnDisk = sizeOnDisk
            self.status = status
            self.version = version
        }

        private enum CodingKeys: String, CodingKey {
            case buildArn = "BuildArn"
            case buildId = "BuildId"
            case creationTime = "CreationTime"
            case name = "Name"
            case operatingSystem = "OperatingSystem"
            case serverSdkVersion = "ServerSdkVersion"
            case sizeOnDisk = "SizeOnDisk"
            case status = "Status"
            case version = "Version"
        }
    }

    public struct CertificateConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// Indicates whether a TLS/SSL certificate is generated for a fleet.  Valid values include:     GENERATED - Generate a TLS/SSL certificate for this fleet.    DISABLED - (default) Do not generate a TLS/SSL certificate for this fleet.
        public let certificateType: CertificateType?

        @inlinable
        public init(certificateType: CertificateType? = nil) {
            self.certificateType = certificateType
        }

        private enum CodingKeys: String, CodingKey {
            case certificateType = "CertificateType"
        }
    }

    public struct ClaimFilterOption: AWSEncodableShape {
        /// List of instance statuses that game servers may be claimed on. If provided, the list must contain the ACTIVE status.
        public let instanceStatuses: [FilterInstanceStatus]?

        @inlinable
        public init(instanceStatuses: [FilterInstanceStatus]? = nil) {
            self.instanceStatuses = instanceStatuses
        }

        private enum CodingKeys: String, CodingKey {
            case instanceStatuses = "InstanceStatuses"
        }
    }

    public struct ClaimGameServerInput: AWSEncodableShape {
        /// Object that restricts how a claimed game server is chosen.
        public let filterOption: ClaimFilterOption?
        /// A set of custom game server properties, formatted as a single string value. This data  is passed to a game client or service when it requests information on game servers.
        public let gameServerData: String?
        /// A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift Servers FleetIQ to look for an available game server to claim.
        public let gameServerGroupName: String?
        /// A custom string that uniquely identifies the game server to claim. If this parameter is left empty, Amazon GameLift Servers FleetIQ searches for an available game server in the specified game server group.
        public let gameServerId: String?

        @inlinable
        public init(filterOption: ClaimFilterOption? = nil, gameServerData: String? = nil, gameServerGroupName: String? = nil, gameServerId: String? = nil) {
            self.filterOption = filterOption
            self.gameServerData = gameServerData
            self.gameServerGroupName = gameServerGroupName
            self.gameServerId = gameServerId
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, max: 1024)
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, min: 1)
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, pattern: "\\S")
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, max: 128)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, min: 3)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, pattern: "^[a-zA-Z0-9-\\.]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case filterOption = "FilterOption"
            case gameServerData = "GameServerData"
            case gameServerGroupName = "GameServerGroupName"
            case gameServerId = "GameServerId"
        }
    }

    public struct ClaimGameServerOutput: AWSDecodableShape {
        /// Object that describes the newly claimed game server.
        public let gameServer: GameServer?

        @inlinable
        public init(gameServer: GameServer? = nil) {
            self.gameServer = gameServer
        }

        private enum CodingKeys: String, CodingKey {
            case gameServer = "GameServer"
        }
    }

    public struct Compute: AWSDecodableShape {
        /// The ARN that is assigned to a compute resource and uniquely identifies it. ARNs are unique across locations. Instances in managed EC2 fleets are not assigned a Compute ARN.
        public let computeArn: String?
        /// A descriptive label for the compute resource. For instances in a managed EC2 fleet, the compute name is the same value as the InstanceId ID.
        public let computeName: String?
        /// Current status of the compute. A compute must have an ACTIVE status to host game sessions.
        public let computeStatus: ComputeStatus?
        /// A set of attributes for each container in the compute.
        public let containerAttributes: [ContainerAttribute]?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// The DNS name of a compute resource. Amazon GameLift Servers requires a DNS name or IP address for a compute.
        public let dnsName: String?
        /// The Amazon Resource Name (ARN) of the fleet that the compute belongs to.
        public let fleetArn: String?
        /// A unique identifier for the fleet that the compute belongs to.
        public let fleetId: String?
        ///  The endpoint of the Amazon GameLift Servers Agent.
        public let gameLiftAgentEndpoint: String?
        /// The Amazon GameLift Servers SDK endpoint connection for a registered compute resource in an Anywhere fleet. The game servers on the compute use this endpoint to connect to the Amazon GameLift Servers service.
        public let gameLiftServiceSdkEndpoint: String?
        /// The game server container group definition for the compute.
        public let gameServerContainerGroupDefinitionArn: String?
        ///  The InstanceID of the EC2 instance that is hosting the compute.
        public let instanceId: String?
        /// The IP address of a compute resource. Amazon GameLift Servers requires a DNS name or IP address for a compute.
        public let ipAddress: String?
        /// The name of the custom location you added to the fleet that this compute resource resides in.
        public let location: String?
        /// The type of operating system on the compute resource.  Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in  the Amazon Linux 2 FAQs.  For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: OperatingSystem?
        /// The Amazon EC2 instance type that the fleet uses. For registered computes in an Amazon GameLift Servers Anywhere fleet, this property is empty.
        public let type: EC2InstanceType?

        @inlinable
        public init(computeArn: String? = nil, computeName: String? = nil, computeStatus: ComputeStatus? = nil, containerAttributes: [ContainerAttribute]? = nil, creationTime: Date? = nil, dnsName: String? = nil, fleetArn: String? = nil, fleetId: String? = nil, gameLiftAgentEndpoint: String? = nil, gameLiftServiceSdkEndpoint: String? = nil, gameServerContainerGroupDefinitionArn: String? = nil, instanceId: String? = nil, ipAddress: String? = nil, location: String? = nil, operatingSystem: OperatingSystem? = nil, type: EC2InstanceType? = nil) {
            self.computeArn = computeArn
            self.computeName = computeName
            self.computeStatus = computeStatus
            self.containerAttributes = containerAttributes
            self.creationTime = creationTime
            self.dnsName = dnsName
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.gameLiftAgentEndpoint = gameLiftAgentEndpoint
            self.gameLiftServiceSdkEndpoint = gameLiftServiceSdkEndpoint
            self.gameServerContainerGroupDefinitionArn = gameServerContainerGroupDefinitionArn
            self.instanceId = instanceId
            self.ipAddress = ipAddress
            self.location = location
            self.operatingSystem = operatingSystem
            self.type = type
        }

        private enum CodingKeys: String, CodingKey {
            case computeArn = "ComputeArn"
            case computeName = "ComputeName"
            case computeStatus = "ComputeStatus"
            case containerAttributes = "ContainerAttributes"
            case creationTime = "CreationTime"
            case dnsName = "DnsName"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case gameLiftAgentEndpoint = "GameLiftAgentEndpoint"
            case gameLiftServiceSdkEndpoint = "GameLiftServiceSdkEndpoint"
            case gameServerContainerGroupDefinitionArn = "GameServerContainerGroupDefinitionArn"
            case instanceId = "InstanceId"
            case ipAddress = "IpAddress"
            case location = "Location"
            case operatingSystem = "OperatingSystem"
            case type = "Type"
        }
    }

    public struct ConnectionPortRange: AWSEncodableShape & AWSDecodableShape {
        /// Starting value for the port range.
        public let fromPort: Int?
        /// Ending value for the port. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.
        public let toPort: Int?

        @inlinable
        public init(fromPort: Int? = nil, toPort: Int? = nil) {
            self.fromPort = fromPort
            self.toPort = toPort
        }

        public func validate(name: String) throws {
            try self.validate(self.fromPort, name: "fromPort", parent: name, max: 60000)
            try self.validate(self.fromPort, name: "fromPort", parent: name, min: 1)
            try self.validate(self.toPort, name: "toPort", parent: name, max: 60000)
            try self.validate(self.toPort, name: "toPort", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fromPort = "FromPort"
            case toPort = "ToPort"
        }
    }

    public struct ContainerAttribute: AWSDecodableShape {
        /// The identifier for a container that's running in a compute.
        public let containerName: String?
        /// The runtime ID for the container that's running in a compute. This value is unique within the compute.
        public let containerRuntimeId: String?

        @inlinable
        public init(containerName: String? = nil, containerRuntimeId: String? = nil) {
            self.containerName = containerName
            self.containerRuntimeId = containerRuntimeId
        }

        private enum CodingKeys: String, CodingKey {
            case containerName = "ContainerName"
            case containerRuntimeId = "ContainerRuntimeId"
        }
    }

    public struct ContainerDependency: AWSEncodableShape & AWSDecodableShape {
        /// The condition that the dependency container must reach before the dependent container can start. Valid conditions include:    START - The dependency container must have started.    COMPLETE - The dependency container has run to completion (exits). Use this condition with nonessential containers, such as those that run a script and then exit. The dependency container can't be an essential container.    SUCCESS - The dependency container has run to completion and exited with a zero status. The dependency container can't be an essential container.    HEALTHY - The dependency container has passed its Docker health check. Use this condition with dependency containers that have health checks configured. This condition is confirmed at container group startup only.
        public let condition: ContainerDependencyCondition?
        /// A descriptive label for the container definition that this container depends on.
        public let containerName: String?

        @inlinable
        public init(condition: ContainerDependencyCondition? = nil, containerName: String? = nil) {
            self.condition = condition
            self.containerName = containerName
        }

        public func validate(name: String) throws {
            try self.validate(self.containerName, name: "containerName", parent: name, max: 128)
            try self.validate(self.containerName, name: "containerName", parent: name, min: 1)
            try self.validate(self.containerName, name: "containerName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case condition = "Condition"
            case containerName = "ContainerName"
        }
    }

    public struct ContainerEnvironment: AWSEncodableShape & AWSDecodableShape {
        /// The environment variable name.
        public let name: String?
        /// The environment variable value.
        public let value: String?

        @inlinable
        public init(name: String? = nil, value: String? = nil) {
            self.name = name
            self.value = value
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 255)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.value, name: "value", parent: name, max: 255)
            try self.validate(self.value, name: "value", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
            case value = "Value"
        }
    }

    public struct ContainerFleet: AWSDecodableShape {
        /// Indicates whether the fleet uses On-Demand or Spot instances for this fleet. Learn more about when to use  On-Demand versus Spot Instances. You can't update this fleet property. By default, this property is set to ON_DEMAND.
        public let billingType: ContainerFleetBillingType?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// Information about the most recent deployment for the container fleet.
        public let deploymentDetails: DeploymentDetails?
        /// A meaningful description of the container fleet.
        public let description: String?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.
        public let fleetArn: String?
        /// A unique identifier for the container fleet to retrieve.
        public let fleetId: String?
        /// The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift Servers. See Set up an IAM service role. This fleet property can't be changed.
        public let fleetRoleArn: String?
        /// The Amazon Resource Name (ARN) that is assigned to the fleet's game server container group. The ARN value also identifies the specific container group definition version in use.
        public let gameServerContainerGroupDefinitionArn: String?
        /// The name of the fleet's game server container group definition, which describes how to deploy containers with your game server build and support software onto each fleet instance.
        public let gameServerContainerGroupDefinitionName: String?
        /// The number of times to replicate the game server container group on each fleet instance.
        public let gameServerContainerGroupsPerInstance: Int?
        /// A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.
        public let gameSessionCreationLimitPolicy: GameSessionCreationLimitPolicy?
        public let instanceConnectionPortRange: ConnectionPortRange?
        /// The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet.
        public let instanceInboundPermissions: [IpPermission]?
        /// The Amazon EC2 instance type to use for all instances in the fleet. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity. You can't update this fleet property.
        public let instanceType: String?
        /// Information about the container fleet's remote locations where fleet instances are deployed.
        public let locationAttributes: [ContainerFleetLocationAttributes]?
        /// The method that is used to collect container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs.     CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.     S3 -- Store logs in an Amazon S3 bucket that you define.    NONE -- Don't collect container logs.
        public let logConfiguration: LogConfiguration?
        /// The calculated maximum number of game server container group that can be deployed on each fleet instance. The calculation depends on the resource needs of the container group and the CPU and memory resources of the fleet's instance type.
        public let maximumGameServerContainerGroupsPerInstance: Int?
        /// The name of an Amazon Web Services CloudWatch metric group to add this fleet to. Metric groups aggregate metrics for multiple fleets.
        public let metricGroups: [String]?
        /// Determines whether Amazon GameLift Servers can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift Servers might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.    NoProtection -- Game sessions can be shut down during active gameplay.     FullProtection -- Game sessions in ACTIVE status can't be shut down.
        public let newGameSessionProtectionPolicy: ProtectionPolicy?
        /// The Amazon Resource Name (ARN) that is assigned to the fleet's per-instance container group. The ARN value also identifies the specific container group definition version in use.
        public let perInstanceContainerGroupDefinitionArn: String?
        /// The name of the fleet's per-instance container group definition.
        public let perInstanceContainerGroupDefinitionName: String?
        /// The current status of the container fleet.    PENDING -- A new container fleet has been requested.    CREATING -- A new container fleet resource is being created.     CREATED -- A new container fleet resource has been created. No fleet instances have been deployed.    ACTIVATING -- New container fleet instances are being deployed.    ACTIVE -- The container fleet has been deployed and is ready to host game sessions.    UPDATING -- Updates to the container fleet is being updated. A deployment is in progress.
        public let status: ContainerFleetStatus?

        @inlinable
        public init(billingType: ContainerFleetBillingType? = nil, creationTime: Date? = nil, deploymentDetails: DeploymentDetails? = nil, description: String? = nil, fleetArn: String? = nil, fleetId: String? = nil, fleetRoleArn: String? = nil, gameServerContainerGroupDefinitionArn: String? = nil, gameServerContainerGroupDefinitionName: String? = nil, gameServerContainerGroupsPerInstance: Int? = nil, gameSessionCreationLimitPolicy: GameSessionCreationLimitPolicy? = nil, instanceConnectionPortRange: ConnectionPortRange? = nil, instanceInboundPermissions: [IpPermission]? = nil, instanceType: String? = nil, locationAttributes: [ContainerFleetLocationAttributes]? = nil, logConfiguration: LogConfiguration? = nil, maximumGameServerContainerGroupsPerInstance: Int? = nil, metricGroups: [String]? = nil, newGameSessionProtectionPolicy: ProtectionPolicy? = nil, perInstanceContainerGroupDefinitionArn: String? = nil, perInstanceContainerGroupDefinitionName: String? = nil, status: ContainerFleetStatus? = nil) {
            self.billingType = billingType
            self.creationTime = creationTime
            self.deploymentDetails = deploymentDetails
            self.description = description
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.fleetRoleArn = fleetRoleArn
            self.gameServerContainerGroupDefinitionArn = gameServerContainerGroupDefinitionArn
            self.gameServerContainerGroupDefinitionName = gameServerContainerGroupDefinitionName
            self.gameServerContainerGroupsPerInstance = gameServerContainerGroupsPerInstance
            self.gameSessionCreationLimitPolicy = gameSessionCreationLimitPolicy
            self.instanceConnectionPortRange = instanceConnectionPortRange
            self.instanceInboundPermissions = instanceInboundPermissions
            self.instanceType = instanceType
            self.locationAttributes = locationAttributes
            self.logConfiguration = logConfiguration
            self.maximumGameServerContainerGroupsPerInstance = maximumGameServerContainerGroupsPerInstance
            self.metricGroups = metricGroups
            self.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy
            self.perInstanceContainerGroupDefinitionArn = perInstanceContainerGroupDefinitionArn
            self.perInstanceContainerGroupDefinitionName = perInstanceContainerGroupDefinitionName
            self.status = status
        }

        private enum CodingKeys: String, CodingKey {
            case billingType = "BillingType"
            case creationTime = "CreationTime"
            case deploymentDetails = "DeploymentDetails"
            case description = "Description"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case fleetRoleArn = "FleetRoleArn"
            case gameServerContainerGroupDefinitionArn = "GameServerContainerGroupDefinitionArn"
            case gameServerContainerGroupDefinitionName = "GameServerContainerGroupDefinitionName"
            case gameServerContainerGroupsPerInstance = "GameServerContainerGroupsPerInstance"
            case gameSessionCreationLimitPolicy = "GameSessionCreationLimitPolicy"
            case instanceConnectionPortRange = "InstanceConnectionPortRange"
            case instanceInboundPermissions = "InstanceInboundPermissions"
            case instanceType = "InstanceType"
            case locationAttributes = "LocationAttributes"
            case logConfiguration = "LogConfiguration"
            case maximumGameServerContainerGroupsPerInstance = "MaximumGameServerContainerGroupsPerInstance"
            case metricGroups = "MetricGroups"
            case newGameSessionProtectionPolicy = "NewGameSessionProtectionPolicy"
            case perInstanceContainerGroupDefinitionArn = "PerInstanceContainerGroupDefinitionArn"
            case perInstanceContainerGroupDefinitionName = "PerInstanceContainerGroupDefinitionName"
            case status = "Status"
        }
    }

    public struct ContainerFleetLocationAttributes: AWSDecodableShape {
        /// A location identifier.
        public let location: String?
        /// The status of fleet activity in the location.     PENDING -- A new container fleet has been requested.    CREATING -- A new container fleet resource is being created.     CREATED -- A new container fleet resource has been created. No fleet instances have been deployed.    ACTIVATING -- New container fleet instances are being deployed.    ACTIVE -- The container fleet has been deployed and is ready to host game sessions.    UPDATING -- Updates to the container fleet is being updated. A deployment is in progress.
        public let status: ContainerFleetLocationStatus?

        @inlinable
        public init(location: String? = nil, status: ContainerFleetLocationStatus? = nil) {
            self.location = location
            self.status = status
        }

        private enum CodingKeys: String, CodingKey {
            case location = "Location"
            case status = "Status"
        }
    }

    public struct ContainerGroupDefinition: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift Servers ContainerGroupDefinition resource. It uniquely identifies
        /// the resource across all Amazon Web Services Regions. Format is
        /// arn:aws:gamelift:[region]::containergroupdefinition/[container group definition name]:[version].
        public let containerGroupDefinitionArn: String?
        /// The type of container group. Container group type determines how Amazon GameLift Servers deploys the container group on each fleet instance.
        public let containerGroupType: ContainerGroupType?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// The definition for the game server container in this group. This property is used only when the container group type is GAME_SERVER. This container definition specifies a container image with the game server build.
        public let gameServerContainerDefinition: GameServerContainerDefinition?
        /// A descriptive identifier for the container group definition. The name value is unique in an Amazon Web Services Region.
        public let name: String?
        /// The platform that all containers in the container group definition run on.  Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: ContainerOperatingSystem?
        /// Current status of the container group definition resource. Values include:    COPYING -- Amazon GameLift Servers is in the process of making copies of all container images that are defined in the group. While in this state, the resource can't be used to create a container fleet.    READY -- Amazon GameLift Servers has copied the registry images for all containers that are defined in the group. You can use a container group definition in this status to create a container fleet.     FAILED -- Amazon GameLift Servers failed to create a valid container group definition resource. For more details on the cause of the failure, see StatusReason. A container group definition resource in failed status will be deleted within a few minutes.
        public let status: ContainerGroupDefinitionStatus?
        /// Additional information about a container group definition that's in FAILED status. Possible reasons include:   An internal issue prevented Amazon GameLift Servers from creating the container group definition resource. Delete the failed resource and call  CreateContainerGroupDefinitionagain.    An access-denied message means that you don't have permissions to access the container image on ECR. See   IAM permission examples for help setting up required IAM permissions for Amazon GameLift Servers.   The ImageUri value for at least one of the containers in the container group definition was invalid or not found in the current Amazon Web Services account.   At least one of the container images referenced in the container group definition exceeds the  allowed size. For size limits, see  Amazon GameLift Servers endpoints and quotas.   At least one of the container images referenced in the  container group definition uses a different operating system than the one defined for the container group.
        public let statusReason: String?
        /// The set of definitions for support containers in this group. A container group definition might have zero support container definitions. Support container can be used in any type of container group.
        public let supportContainerDefinitions: [SupportContainerDefinition]?
        /// The amount of memory (in MiB) on a fleet instance to allocate for the container group. All containers in the group share these resources.  You can set a limit for each container definition in the group. If individual containers have limits, this total value must be greater than any individual container's memory limit.
        public let totalMemoryLimitMebibytes: Int?
        /// The amount of vCPU units on a fleet instance to allocate for the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share these resources. You can set a limit for each container definition in the group. If individual containers have limits, this total value must be equal to or greater than the sum of the limits for each container in the group.
        public let totalVcpuLimit: Double?
        /// An optional description that was provided for a container group definition update. Each version can have a unique description.
        public let versionDescription: String?
        /// Indicates the version of a particular container group definition. This number is incremented automatically when you update a container group definition. You can view, update, or delete individual versions or the entire container group definition.
        public let versionNumber: Int?

        @inlinable
        public init(containerGroupDefinitionArn: String? = nil, containerGroupType: ContainerGroupType? = nil, creationTime: Date? = nil, gameServerContainerDefinition: GameServerContainerDefinition? = nil, name: String? = nil, operatingSystem: ContainerOperatingSystem? = nil, status: ContainerGroupDefinitionStatus? = nil, statusReason: String? = nil, supportContainerDefinitions: [SupportContainerDefinition]? = nil, totalMemoryLimitMebibytes: Int? = nil, totalVcpuLimit: Double? = nil, versionDescription: String? = nil, versionNumber: Int? = nil) {
            self.containerGroupDefinitionArn = containerGroupDefinitionArn
            self.containerGroupType = containerGroupType
            self.creationTime = creationTime
            self.gameServerContainerDefinition = gameServerContainerDefinition
            self.name = name
            self.operatingSystem = operatingSystem
            self.status = status
            self.statusReason = statusReason
            self.supportContainerDefinitions = supportContainerDefinitions
            self.totalMemoryLimitMebibytes = totalMemoryLimitMebibytes
            self.totalVcpuLimit = totalVcpuLimit
            self.versionDescription = versionDescription
            self.versionNumber = versionNumber
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupDefinitionArn = "ContainerGroupDefinitionArn"
            case containerGroupType = "ContainerGroupType"
            case creationTime = "CreationTime"
            case gameServerContainerDefinition = "GameServerContainerDefinition"
            case name = "Name"
            case operatingSystem = "OperatingSystem"
            case status = "Status"
            case statusReason = "StatusReason"
            case supportContainerDefinitions = "SupportContainerDefinitions"
            case totalMemoryLimitMebibytes = "TotalMemoryLimitMebibytes"
            case totalVcpuLimit = "TotalVcpuLimit"
            case versionDescription = "VersionDescription"
            case versionNumber = "VersionNumber"
        }
    }

    public struct ContainerHealthCheck: AWSEncodableShape & AWSDecodableShape {
        /// A string array that specifies the command that the container runs to determine if it's healthy.
        public let command: [String]?
        /// The time period (in seconds) between each health check.
        public let interval: Int?
        /// The number of times to retry a failed health check before flagging the container unhealthy. The first run of the command does not count as a retry.
        public let retries: Int?
        /// The optional grace period (in seconds) to give a container time to bootstrap before the first failed health check counts toward the number of retries.
        public let startPeriod: Int?
        /// The time period (in seconds) to wait for a health check to succeed before counting a failed health check.
        public let timeout: Int?

        @inlinable
        public init(command: [String]? = nil, interval: Int? = nil, retries: Int? = nil, startPeriod: Int? = nil, timeout: Int? = nil) {
            self.command = command
            self.interval = interval
            self.retries = retries
            self.startPeriod = startPeriod
            self.timeout = timeout
        }

        public func validate(name: String) throws {
            try self.command?.forEach {
                try validate($0, name: "command[]", parent: name, max: 255)
                try validate($0, name: "command[]", parent: name, min: 1)
            }
            try self.validate(self.command, name: "command", parent: name, max: 20)
            try self.validate(self.command, name: "command", parent: name, min: 1)
            try self.validate(self.interval, name: "interval", parent: name, max: 300)
            try self.validate(self.interval, name: "interval", parent: name, min: 60)
            try self.validate(self.retries, name: "retries", parent: name, max: 10)
            try self.validate(self.retries, name: "retries", parent: name, min: 5)
            try self.validate(self.startPeriod, name: "startPeriod", parent: name, max: 300)
            try self.validate(self.startPeriod, name: "startPeriod", parent: name, min: 0)
            try self.validate(self.timeout, name: "timeout", parent: name, max: 60)
            try self.validate(self.timeout, name: "timeout", parent: name, min: 30)
        }

        private enum CodingKeys: String, CodingKey {
            case command = "Command"
            case interval = "Interval"
            case retries = "Retries"
            case startPeriod = "StartPeriod"
            case timeout = "Timeout"
        }
    }

    public struct ContainerIdentifier: AWSDecodableShape {
        /// The identifier for a container that's running in a compute.
        public let containerName: String?
        /// The runtime ID for the container that's running in a compute. This value is unique within the compute. It is returned as a ContainerAttribute value in a Compute object.
        public let containerRuntimeId: String?

        @inlinable
        public init(containerName: String? = nil, containerRuntimeId: String? = nil) {
            self.containerName = containerName
            self.containerRuntimeId = containerRuntimeId
        }

        private enum CodingKeys: String, CodingKey {
            case containerName = "ContainerName"
            case containerRuntimeId = "ContainerRuntimeId"
        }
    }

    public struct ContainerMountPoint: AWSEncodableShape & AWSDecodableShape {
        /// The type of access for the container.
        public let accessLevel: ContainerMountPointAccessLevel?
        /// The mount path on the container. If this property isn't set, the instance path is used.
        public let containerPath: String?
        /// The path to the source file or directory.
        public let instancePath: String?

        @inlinable
        public init(accessLevel: ContainerMountPointAccessLevel? = nil, containerPath: String? = nil, instancePath: String? = nil) {
            self.accessLevel = accessLevel
            self.containerPath = containerPath
            self.instancePath = instancePath
        }

        public func validate(name: String) throws {
            try self.validate(self.containerPath, name: "containerPath", parent: name, max: 1024)
            try self.validate(self.containerPath, name: "containerPath", parent: name, min: 1)
            try self.validate(self.containerPath, name: "containerPath", parent: name, pattern: "^(\\/+[^\\/]+\\/*)+$")
            try self.validate(self.instancePath, name: "instancePath", parent: name, max: 1024)
            try self.validate(self.instancePath, name: "instancePath", parent: name, min: 1)
            try self.validate(self.instancePath, name: "instancePath", parent: name, pattern: "^\\/[\\s\\S]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case accessLevel = "AccessLevel"
            case containerPath = "ContainerPath"
            case instancePath = "InstancePath"
        }
    }

    public struct ContainerPortConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// A set of one or more container port number ranges. The ranges can't overlap if the ranges' network protocols are the same. Overlapping ranges with different protocols is allowed but not recommended.
        public let containerPortRanges: [ContainerPortRange]?

        @inlinable
        public init(containerPortRanges: [ContainerPortRange]? = nil) {
            self.containerPortRanges = containerPortRanges
        }

        public func validate(name: String) throws {
            try self.containerPortRanges?.forEach {
                try $0.validate(name: "\(name).containerPortRanges[]")
            }
            try self.validate(self.containerPortRanges, name: "containerPortRanges", parent: name, max: 100)
            try self.validate(self.containerPortRanges, name: "containerPortRanges", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case containerPortRanges = "ContainerPortRanges"
        }
    }

    public struct ContainerPortRange: AWSEncodableShape & AWSDecodableShape {
        /// A starting value for the range of allowed port numbers.
        public let fromPort: Int?
        /// The network protocol that these ports support.
        public let `protocol`: IpProtocol?
        /// An ending value for the range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort.
        public let toPort: Int?

        @inlinable
        public init(fromPort: Int? = nil, protocol: IpProtocol? = nil, toPort: Int? = nil) {
            self.fromPort = fromPort
            self.`protocol` = `protocol`
            self.toPort = toPort
        }

        public func validate(name: String) throws {
            try self.validate(self.fromPort, name: "fromPort", parent: name, max: 60000)
            try self.validate(self.fromPort, name: "fromPort", parent: name, min: 1)
            try self.validate(self.toPort, name: "toPort", parent: name, max: 60000)
            try self.validate(self.toPort, name: "toPort", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fromPort = "FromPort"
            case `protocol` = "Protocol"
            case toPort = "ToPort"
        }
    }

    public struct CreateAliasInput: AWSEncodableShape {
        /// A human-readable description of the alias.
        public let description: String?
        /// A descriptive label that is associated with an alias. Alias names do not need to be unique.
        public let name: String?
        /// The routing configuration, including routing type and fleet target, for the alias.
        public let routingStrategy: RoutingStrategy?
        /// A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?

        @inlinable
        public init(description: String? = nil, name: String? = nil, routingStrategy: RoutingStrategy? = nil, tags: [Tag]? = nil) {
            self.description = description
            self.name = name
            self.routingStrategy = routingStrategy
            self.tags = tags
        }

        public func validate(name: String) throws {
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "\\S")
            try self.routingStrategy?.validate(name: "\(name).routingStrategy")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case description = "Description"
            case name = "Name"
            case routingStrategy = "RoutingStrategy"
            case tags = "Tags"
        }
    }

    public struct CreateAliasOutput: AWSDecodableShape {
        /// The newly created alias resource.
        public let alias: Alias?

        @inlinable
        public init(alias: Alias? = nil) {
            self.alias = alias
        }

        private enum CodingKeys: String, CodingKey {
            case alias = "Alias"
        }
    }

    public struct CreateBuildInput: AWSEncodableShape {
        /// A descriptive label that is associated with a build. Build names do not need to be unique. You can change this value later.
        public let name: String?
        /// The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.  Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in  the Amazon Linux 2 FAQs.  For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: OperatingSystem?
        /// A server SDK version you used when integrating your game server build with Amazon GameLift Servers. For more information see Integrate games with custom game servers. By default Amazon GameLift Servers sets this value to 4.0.2.
        public let serverSdkVersion: String?
        /// Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift Servers to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region. If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift Servers will report a SizeOnDisk of 0.
        public let storageLocation: S3Location?
        /// A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
        public let tags: [Tag]?
        /// Version information that is associated with a build or script. Version strings do not need to be unique. You can change this value later.
        public let version: String?

        @inlinable
        public init(name: String? = nil, operatingSystem: OperatingSystem? = nil, serverSdkVersion: String? = nil, storageLocation: S3Location? = nil, tags: [Tag]? = nil, version: String? = nil) {
            self.name = name
            self.operatingSystem = operatingSystem
            self.serverSdkVersion = serverSdkVersion
            self.storageLocation = storageLocation
            self.tags = tags
            self.version = version
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.serverSdkVersion, name: "serverSdkVersion", parent: name, max: 128)
            try self.validate(self.serverSdkVersion, name: "serverSdkVersion", parent: name, pattern: "^\\d+\\.\\d+\\.\\d+$")
            try self.storageLocation?.validate(name: "\(name).storageLocation")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
            try self.validate(self.version, name: "version", parent: name, max: 1024)
            try self.validate(self.version, name: "version", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
            case operatingSystem = "OperatingSystem"
            case serverSdkVersion = "ServerSdkVersion"
            case storageLocation = "StorageLocation"
            case tags = "Tags"
            case version = "Version"
        }
    }

    public struct CreateBuildOutput: AWSDecodableShape {
        /// The newly created build resource, including a unique build IDs and status.
        public let build: Build?
        /// Amazon S3 location for your game build file, including bucket name and key.
        public let storageLocation: S3Location?
        /// This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift Servers. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
        public let uploadCredentials: AwsCredentials?

        @inlinable
        public init(build: Build? = nil, storageLocation: S3Location? = nil, uploadCredentials: AwsCredentials? = nil) {
            self.build = build
            self.storageLocation = storageLocation
            self.uploadCredentials = uploadCredentials
        }

        private enum CodingKeys: String, CodingKey {
            case build = "Build"
            case storageLocation = "StorageLocation"
            case uploadCredentials = "UploadCredentials"
        }
    }

    public struct CreateContainerFleetInput: AWSEncodableShape {
        /// Indicates whether to use On-Demand or Spot instances for this fleet. Learn more about when to use  On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created. By default, this property is set to ON_DEMAND. You can't update this fleet property later.
        public let billingType: ContainerFleetBillingType?
        /// A meaningful description of the container fleet.
        public let description: String?
        /// The unique identifier for an Identity and Access Management (IAM) role with permissions to run your containers on resources that are managed by Amazon GameLift Servers. Use an IAM service role with the GameLiftContainerFleetPolicy managed policy attached. For more information, see Set up an IAM service role. You can't change this fleet property after the fleet is created. IAM role ARN values use the following pattern: arn:aws:iam::[Amazon Web Services account]:role/[role name].
        public let fleetRoleArn: String?
        /// A container group definition resource that describes how to deploy containers with your game server build and support software onto each fleet instance. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number. Create a container group definition by calling  CreateContainerGroupDefinition.  This operation creates a  ContainerGroupDefinition resource.
        public let gameServerContainerGroupDefinitionName: String?
        /// The number of times to replicate the game server container group on each fleet instance.  By default, Amazon GameLift Servers calculates the maximum number of game server container groups that can fit on each instance. This calculation is based on the CPU and memory resources of the fleet's instance type). To use the calculated maximum, don't set this parameter. If you set this number manually, Amazon GameLift Servers uses your value as long as it's less than the calculated maximum.
        public let gameServerContainerGroupsPerInstance: Int?
        /// A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.
        public let gameSessionCreationLimitPolicy: GameSessionCreationLimitPolicy?
        /// The set of port numbers to open on each fleet instance. A fleet's connection ports map to container ports that are configured in the fleet's container group definitions.  By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:   Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the game server container group definition]    You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's inbound permissions port range.  If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.
        public let instanceConnectionPortRange: ConnectionPortRange?
        /// The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. As a best practice, when remotely accessing a fleet instance, we recommend opening ports only when you need them and closing them when you're finished. By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. To use the calculated range, don't set this parameter. The values are:   Protocol: UDP   Port range: 4192 to a number calculated based on your fleet configuration. Amazon GameLift Servers uses the following formula: 4192 + [# of game server container groups per fleet instance] * [# of container ports in the game server container group definition] + [# of container ports in the game server container group definition]    You can also choose to manually set this parameter. When manually setting this parameter, you must use port numbers that match the fleet's connection port range.  If you set values manually, Amazon GameLift Servers no longer calculates a port range for you, even if you later remove the manual settings.
        public let instanceInboundPermissions: [IpPermission]?
        /// The Amazon EC2 instance type to use for all instances in the fleet. For multi-location fleets, the instance type must be available in the home region and all remote locations. Instance type determines the computing resources and processing power that's available to host your game servers. This includes including CPU, memory, storage, and networking capacity.  By default, Amazon GameLift Servers selects an instance type that fits the needs of your container groups and is available in all selected fleet locations. You can also choose to manually set this parameter. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types. You can't update this fleet property later.
        public let instanceType: String?
        /// A set of locations to deploy container fleet instances to. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. Also include the fleet's home Region, which is the Amazon Web Services Region where the fleet is created. For a list of supported Regions and Local Zones, see  Amazon GameLift Servers service locations for managed hosting.
        public let locations: [LocationConfiguration]?
        /// A method for collecting container logs for the fleet. Amazon GameLift Servers saves all standard output for each container in logs, including game session logs. You can select from the following methods:     CLOUDWATCH -- Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.     S3 -- Store logs in an Amazon S3 bucket that you define.    NONE -- Don't collect container logs.   By default, this property is set to CLOUDWATCH.  Amazon GameLift Servers requires permissions to send logs other Amazon Web Services services in your account. These permissions are included in the IAM fleet role for this container fleet (see FleetRoleArn).
        public let logConfiguration: LogConfiguration?
        /// The name of an Amazon Web Services CloudWatch metric group to add this fleet to. You can use a metric group  to aggregate metrics for multiple fleets. You can specify an existing metric group name or use a new name to create a new metric group. Each fleet can have only one metric group,  but you can change this value at any time.
        public let metricGroups: [String]?
        /// Determines whether Amazon GameLift Servers can shut down game sessions on the fleet that are actively running and hosting players. Amazon GameLift Servers might prompt an instance shutdown when scaling down fleet capacity or when retiring unhealthy instances. You can also set game session protection for individual game sessions using UpdateGameSession.    NoProtection -- Game sessions can be shut down during active gameplay.     FullProtection -- Game sessions in ACTIVE status can't be shut down.   By default, this property is set to NoProtection.
        public let newGameSessionProtectionPolicy: ProtectionPolicy?
        /// The name of a container group definition resource that describes a set of axillary software. A fleet instance has one process for executables in this container group. A per-instance container group is optional. You can update the fleet to add or remove a per-instance container group at any time. You can specify the container group definition's name to use the latest version. Alternatively, provide an ARN value with a specific version number.  Create a container group definition by calling  https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateContainerGroupDefinition.html.  This operation creates a  https://docs.aws.amazon.com/gamelift/latest/apireference/API_ContainerGroupDefinition.html resource.
        public let perInstanceContainerGroupDefinitionName: String?
        /// A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?

        @inlinable
        public init(billingType: ContainerFleetBillingType? = nil, description: String? = nil, fleetRoleArn: String? = nil, gameServerContainerGroupDefinitionName: String? = nil, gameServerContainerGroupsPerInstance: Int? = nil, gameSessionCreationLimitPolicy: GameSessionCreationLimitPolicy? = nil, instanceConnectionPortRange: ConnectionPortRange? = nil, instanceInboundPermissions: [IpPermission]? = nil, instanceType: String? = nil, locations: [LocationConfiguration]? = nil, logConfiguration: LogConfiguration? = nil, metricGroups: [String]? = nil, newGameSessionProtectionPolicy: ProtectionPolicy? = nil, perInstanceContainerGroupDefinitionName: String? = nil, tags: [Tag]? = nil) {
            self.billingType = billingType
            self.description = description
            self.fleetRoleArn = fleetRoleArn
            self.gameServerContainerGroupDefinitionName = gameServerContainerGroupDefinitionName
            self.gameServerContainerGroupsPerInstance = gameServerContainerGroupsPerInstance
            self.gameSessionCreationLimitPolicy = gameSessionCreationLimitPolicy
            self.instanceConnectionPortRange = instanceConnectionPortRange
            self.instanceInboundPermissions = instanceInboundPermissions
            self.instanceType = instanceType
            self.locations = locations
            self.logConfiguration = logConfiguration
            self.metricGroups = metricGroups
            self.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy
            self.perInstanceContainerGroupDefinitionName = perInstanceContainerGroupDefinitionName
            self.tags = tags
        }

        public func validate(name: String) throws {
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.validate(self.fleetRoleArn, name: "fleetRoleArn", parent: name, max: 256)
            try self.validate(self.fleetRoleArn, name: "fleetRoleArn", parent: name, min: 1)
            try self.validate(self.fleetRoleArn, name: "fleetRoleArn", parent: name, pattern: "^arn:.*:role\\/[\\w+=,.@-]+$")
            try self.validate(self.gameServerContainerGroupDefinitionName, name: "gameServerContainerGroupDefinitionName", parent: name, max: 512)
            try self.validate(self.gameServerContainerGroupDefinitionName, name: "gameServerContainerGroupDefinitionName", parent: name, min: 1)
            try self.validate(self.gameServerContainerGroupDefinitionName, name: "gameServerContainerGroupDefinitionName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.gameServerContainerGroupsPerInstance, name: "gameServerContainerGroupsPerInstance", parent: name, max: 5000)
            try self.validate(self.gameServerContainerGroupsPerInstance, name: "gameServerContainerGroupsPerInstance", parent: name, min: 1)
            try self.gameSessionCreationLimitPolicy?.validate(name: "\(name).gameSessionCreationLimitPolicy")
            try self.instanceConnectionPortRange?.validate(name: "\(name).instanceConnectionPortRange")
            try self.instanceInboundPermissions?.forEach {
                try $0.validate(name: "\(name).instanceInboundPermissions[]")
            }
            try self.validate(self.instanceInboundPermissions, name: "instanceInboundPermissions", parent: name, max: 50)
            try self.validate(self.instanceType, name: "instanceType", parent: name, max: 1024)
            try self.validate(self.instanceType, name: "instanceType", parent: name, min: 1)
            try self.locations?.forEach {
                try $0.validate(name: "\(name).locations[]")
            }
            try self.validate(self.locations, name: "locations", parent: name, max: 100)
            try self.validate(self.locations, name: "locations", parent: name, min: 1)
            try self.logConfiguration?.validate(name: "\(name).logConfiguration")
            try self.metricGroups?.forEach {
                try validate($0, name: "metricGroups[]", parent: name, max: 255)
                try validate($0, name: "metricGroups[]", parent: name, min: 1)
            }
            try self.validate(self.metricGroups, name: "metricGroups", parent: name, max: 1)
            try self.validate(self.perInstanceContainerGroupDefinitionName, name: "perInstanceContainerGroupDefinitionName", parent: name, max: 512)
            try self.validate(self.perInstanceContainerGroupDefinitionName, name: "perInstanceContainerGroupDefinitionName", parent: name, min: 1)
            try self.validate(self.perInstanceContainerGroupDefinitionName, name: "perInstanceContainerGroupDefinitionName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case billingType = "BillingType"
            case description = "Description"
            case fleetRoleArn = "FleetRoleArn"
            case gameServerContainerGroupDefinitionName = "GameServerContainerGroupDefinitionName"
            case gameServerContainerGroupsPerInstance = "GameServerContainerGroupsPerInstance"
            case gameSessionCreationLimitPolicy = "GameSessionCreationLimitPolicy"
            case instanceConnectionPortRange = "InstanceConnectionPortRange"
            case instanceInboundPermissions = "InstanceInboundPermissions"
            case instanceType = "InstanceType"
            case locations = "Locations"
            case logConfiguration = "LogConfiguration"
            case metricGroups = "MetricGroups"
            case newGameSessionProtectionPolicy = "NewGameSessionProtectionPolicy"
            case perInstanceContainerGroupDefinitionName = "PerInstanceContainerGroupDefinitionName"
            case tags = "Tags"
        }
    }

    public struct CreateContainerFleetOutput: AWSDecodableShape {
        /// The properties for the new container fleet, including current status. All fleets are initially placed in PENDING status.
        public let containerFleet: ContainerFleet?

        @inlinable
        public init(containerFleet: ContainerFleet? = nil) {
            self.containerFleet = containerFleet
        }

        private enum CodingKeys: String, CodingKey {
            case containerFleet = "ContainerFleet"
        }
    }

    public struct CreateContainerGroupDefinitionInput: AWSEncodableShape {
        /// The type of container group being defined. Container group type determines how Amazon GameLift Servers  deploys the container group on each fleet instance. Default value: GAME_SERVER
        public let containerGroupType: ContainerGroupType?
        /// The definition for the game server container in this group. Define a game server container only when the container group type is GAME_SERVER. Game server containers specify a container image with your game server build. You can pass in your container definitions as a JSON file.
        public let gameServerContainerDefinition: GameServerContainerDefinitionInput?
        /// A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.
        public let name: String?
        /// The platform that all containers in the group use. Containers in a group must run on the same operating system. Default value: AMAZON_LINUX_2023   Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: ContainerOperatingSystem?
        /// One or more definition for support containers in this group. You can define a support container in any type of container group. You can pass in your container definitions as a JSON file.
        public let supportContainerDefinitions: [SupportContainerDefinitionInput]?
        /// A list of labels to assign to the container group definition resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?
        /// The maximum amount of memory (in MiB) to allocate to the container group. All containers in the group share this memory. If you specify memory limits for an individual container, the total value must be greater than any individual container's memory limit. Default value: 1024
        public let totalMemoryLimitMebibytes: Int?
        /// The maximum amount of vCPU units to allocate to the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify vCPU limits for individual containers, the total value must be equal to or greater than the sum of the CPU limits for all containers in the group. Default value: 1
        public let totalVcpuLimit: Double?
        /// A description for the initial version of this container group definition.
        public let versionDescription: String?

        @inlinable
        public init(containerGroupType: ContainerGroupType? = nil, gameServerContainerDefinition: GameServerContainerDefinitionInput? = nil, name: String? = nil, operatingSystem: ContainerOperatingSystem? = nil, supportContainerDefinitions: [SupportContainerDefinitionInput]? = nil, tags: [Tag]? = nil, totalMemoryLimitMebibytes: Int? = nil, totalVcpuLimit: Double? = nil, versionDescription: String? = nil) {
            self.containerGroupType = containerGroupType
            self.gameServerContainerDefinition = gameServerContainerDefinition
            self.name = name
            self.operatingSystem = operatingSystem
            self.supportContainerDefinitions = supportContainerDefinitions
            self.tags = tags
            self.totalMemoryLimitMebibytes = totalMemoryLimitMebibytes
            self.totalVcpuLimit = totalVcpuLimit
            self.versionDescription = versionDescription
        }

        public func validate(name: String) throws {
            try self.gameServerContainerDefinition?.validate(name: "\(name).gameServerContainerDefinition")
            try self.validate(self.name, name: "name", parent: name, max: 128)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9\\-]+$")
            try self.supportContainerDefinitions?.forEach {
                try $0.validate(name: "\(name).supportContainerDefinitions[]")
            }
            try self.validate(self.supportContainerDefinitions, name: "supportContainerDefinitions", parent: name, max: 10)
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
            try self.validate(self.totalMemoryLimitMebibytes, name: "totalMemoryLimitMebibytes", parent: name, max: 1024000)
            try self.validate(self.totalMemoryLimitMebibytes, name: "totalMemoryLimitMebibytes", parent: name, min: 4)
            try self.validate(self.totalVcpuLimit, name: "totalVcpuLimit", parent: name, max: 10.0)
            try self.validate(self.totalVcpuLimit, name: "totalVcpuLimit", parent: name, min: 0.125)
            try self.validate(self.versionDescription, name: "versionDescription", parent: name, max: 1024)
            try self.validate(self.versionDescription, name: "versionDescription", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupType = "ContainerGroupType"
            case gameServerContainerDefinition = "GameServerContainerDefinition"
            case name = "Name"
            case operatingSystem = "OperatingSystem"
            case supportContainerDefinitions = "SupportContainerDefinitions"
            case tags = "Tags"
            case totalMemoryLimitMebibytes = "TotalMemoryLimitMebibytes"
            case totalVcpuLimit = "TotalVcpuLimit"
            case versionDescription = "VersionDescription"
        }
    }

    public struct CreateContainerGroupDefinitionOutput: AWSDecodableShape {
        /// The properties of the new container group definition resource. You can use this resource to create a container fleet.
        public let containerGroupDefinition: ContainerGroupDefinition?

        @inlinable
        public init(containerGroupDefinition: ContainerGroupDefinition? = nil) {
            self.containerGroupDefinition = containerGroupDefinition
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupDefinition = "ContainerGroupDefinition"
        }
    }

    public struct CreateFleetInput: AWSEncodableShape {
        /// Amazon GameLift Servers Anywhere configuration options.
        public let anywhereConfiguration: AnywhereConfiguration?
        /// The unique identifier for a custom game server build to be deployed to a fleet with compute type EC2. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in READY status. This fleet property can't be changed after the fleet is created.
        public let buildId: String?
        /// Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the CertificateConfiguration is DISABLED. You can't change this property after you create the fleet.  Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.  ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.
        public let certificateConfiguration: CertificateConfiguration?
        /// The type of compute resource used to host your game servers.     EC2 – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.    ANYWHERE – Game servers  and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the AnywhereConfiguration parameter.
        public let computeType: ComputeType?
        /// A description for the fleet.
        public let description: String?
        /// The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call  https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings to set it before players can connect to game sessions.  As a best practice, we recommend  opening ports for remote access only when you need them and closing them when you're finished.  For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.
        public let ec2InboundPermissions: [IpPermission]?
        /// The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
        public let ec2InstanceType: EC2InstanceType?
        /// Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use  On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.
        public let fleetType: FleetType?
        /// A unique identifier for an IAM role that manages access to your Amazon Web Services services.  With an instance role ARN set, any application that runs on an instance in this fleet can assume the role,  including install scripts, server processes, and daemons (background processes). Create a role or look up a role's  ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at   Access external resources from a game server. This fleet property can't be changed after the fleet is created.
        public let instanceRoleArn: String?
        /// Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in InstanceRoleArn. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see  Communicate with other Amazon Web Services resources from your fleets.
        public let instanceRoleCredentialsProvider: InstanceRoleCredentialsProvider?
        /// A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as us-west-2, or Local Zone names. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see   Amazon GameLift Servers service locations for managed hosting.
        public let locations: [LocationConfiguration]?
        ///  This parameter is no longer used. To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API ProcessReady() and specify one or more directory paths in logParameters. For more information, see Initialize the server process in the Amazon GameLift Servers Developer Guide.
        public let logPaths: [String]?
        /// The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
        public let metricGroups: [String]?
        /// A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
        public let name: String?
        /// The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.    NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.     FullProtection - Game sessions in ACTIVE status cannot be terminated during a scale-down event.
        public let newGameSessionProtectionPolicy: ProtectionPolicy?
        /// Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.
        public let peerVpcAwsAccountId: String?
        /// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the  VPC Dashboard in the Amazon Web Services Management Console.  Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.
        public let peerVpcId: String?
        /// A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.
        public let resourceCreationLimitPolicy: ResourceCreationLimitPolicy?
        /// Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.   This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.
        public let runtimeConfiguration: RuntimeConfiguration?
        /// The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type EC2. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.
        public let scriptId: String?
        ///  This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.
        public let serverLaunchParameters: String?
        ///  This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.
        public let serverLaunchPath: String?
        /// A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?

        @inlinable
        public init(anywhereConfiguration: AnywhereConfiguration? = nil, buildId: String? = nil, certificateConfiguration: CertificateConfiguration? = nil, computeType: ComputeType? = nil, description: String? = nil, ec2InboundPermissions: [IpPermission]? = nil, ec2InstanceType: EC2InstanceType? = nil, fleetType: FleetType? = nil, instanceRoleArn: String? = nil, instanceRoleCredentialsProvider: InstanceRoleCredentialsProvider? = nil, locations: [LocationConfiguration]? = nil, logPaths: [String]? = nil, metricGroups: [String]? = nil, name: String? = nil, newGameSessionProtectionPolicy: ProtectionPolicy? = nil, peerVpcAwsAccountId: String? = nil, peerVpcId: String? = nil, resourceCreationLimitPolicy: ResourceCreationLimitPolicy? = nil, runtimeConfiguration: RuntimeConfiguration? = nil, scriptId: String? = nil, serverLaunchParameters: String? = nil, serverLaunchPath: String? = nil, tags: [Tag]? = nil) {
            self.anywhereConfiguration = anywhereConfiguration
            self.buildId = buildId
            self.certificateConfiguration = certificateConfiguration
            self.computeType = computeType
            self.description = description
            self.ec2InboundPermissions = ec2InboundPermissions
            self.ec2InstanceType = ec2InstanceType
            self.fleetType = fleetType
            self.instanceRoleArn = instanceRoleArn
            self.instanceRoleCredentialsProvider = instanceRoleCredentialsProvider
            self.locations = locations
            self.logPaths = logPaths
            self.metricGroups = metricGroups
            self.name = name
            self.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy
            self.peerVpcAwsAccountId = peerVpcAwsAccountId
            self.peerVpcId = peerVpcId
            self.resourceCreationLimitPolicy = resourceCreationLimitPolicy
            self.runtimeConfiguration = runtimeConfiguration
            self.scriptId = scriptId
            self.serverLaunchParameters = serverLaunchParameters
            self.serverLaunchPath = serverLaunchPath
            self.tags = tags
        }

        public func validate(name: String) throws {
            try self.anywhereConfiguration?.validate(name: "\(name).anywhereConfiguration")
            try self.validate(self.buildId, name: "buildId", parent: name, pattern: "^build-\\S+|^arn:.*:build\\/build-\\S+$")
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.ec2InboundPermissions?.forEach {
                try $0.validate(name: "\(name).ec2InboundPermissions[]")
            }
            try self.validate(self.ec2InboundPermissions, name: "ec2InboundPermissions", parent: name, max: 50)
            try self.validate(self.instanceRoleArn, name: "instanceRoleArn", parent: name, min: 1)
            try self.locations?.forEach {
                try $0.validate(name: "\(name).locations[]")
            }
            try self.validate(self.locations, name: "locations", parent: name, max: 100)
            try self.validate(self.locations, name: "locations", parent: name, min: 1)
            try self.logPaths?.forEach {
                try validate($0, name: "logPaths[]", parent: name, max: 1024)
                try validate($0, name: "logPaths[]", parent: name, min: 1)
            }
            try self.metricGroups?.forEach {
                try validate($0, name: "metricGroups[]", parent: name, max: 255)
                try validate($0, name: "metricGroups[]", parent: name, min: 1)
            }
            try self.validate(self.metricGroups, name: "metricGroups", parent: name, max: 1)
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.peerVpcAwsAccountId, name: "peerVpcAwsAccountId", parent: name, max: 1024)
            try self.validate(self.peerVpcAwsAccountId, name: "peerVpcAwsAccountId", parent: name, min: 1)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, max: 1024)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, min: 1)
            try self.resourceCreationLimitPolicy?.validate(name: "\(name).resourceCreationLimitPolicy")
            try self.runtimeConfiguration?.validate(name: "\(name).runtimeConfiguration")
            try self.validate(self.scriptId, name: "scriptId", parent: name, pattern: "^script-\\S+|^arn:.*:script\\/script-\\S+$")
            try self.validate(self.serverLaunchParameters, name: "serverLaunchParameters", parent: name, max: 1024)
            try self.validate(self.serverLaunchParameters, name: "serverLaunchParameters", parent: name, min: 1)
            try self.validate(self.serverLaunchParameters, name: "serverLaunchParameters", parent: name, pattern: "^[A-Za-z0-9_:.+\\/\\\\\\- =@;{},?'\\[\\]\"]+$")
            try self.validate(self.serverLaunchPath, name: "serverLaunchPath", parent: name, max: 1024)
            try self.validate(self.serverLaunchPath, name: "serverLaunchPath", parent: name, min: 1)
            try self.validate(self.serverLaunchPath, name: "serverLaunchPath", parent: name, pattern: "^[A-Za-z0-9_:.+\\/\\\\\\- ]+$")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case anywhereConfiguration = "AnywhereConfiguration"
            case buildId = "BuildId"
            case certificateConfiguration = "CertificateConfiguration"
            case computeType = "ComputeType"
            case description = "Description"
            case ec2InboundPermissions = "EC2InboundPermissions"
            case ec2InstanceType = "EC2InstanceType"
            case fleetType = "FleetType"
            case instanceRoleArn = "InstanceRoleArn"
            case instanceRoleCredentialsProvider = "InstanceRoleCredentialsProvider"
            case locations = "Locations"
            case logPaths = "LogPaths"
            case metricGroups = "MetricGroups"
            case name = "Name"
            case newGameSessionProtectionPolicy = "NewGameSessionProtectionPolicy"
            case peerVpcAwsAccountId = "PeerVpcAwsAccountId"
            case peerVpcId = "PeerVpcId"
            case resourceCreationLimitPolicy = "ResourceCreationLimitPolicy"
            case runtimeConfiguration = "RuntimeConfiguration"
            case scriptId = "ScriptId"
            case serverLaunchParameters = "ServerLaunchParameters"
            case serverLaunchPath = "ServerLaunchPath"
            case tags = "Tags"
        }
    }

    public struct CreateFleetLocationsInput: AWSEncodableShape {
        /// A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A list of locations to deploy additional instances to and manage as part of the fleet. You can add any Amazon GameLift Servers-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as us-west-2.
        public let locations: [LocationConfiguration]?

        @inlinable
        public init(fleetId: String? = nil, locations: [LocationConfiguration]? = nil) {
            self.fleetId = fleetId
            self.locations = locations
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.locations?.forEach {
                try $0.validate(name: "\(name).locations[]")
            }
            try self.validate(self.locations, name: "locations", parent: name, max: 100)
            try self.validate(self.locations, name: "locations", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case locations = "Locations"
        }
    }

    public struct CreateFleetLocationsOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that was updated with new locations.
        public let fleetId: String?
        /// The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW. During location creation, Amazon GameLift Servers updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.
        public let locationStates: [LocationState]?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil, locationStates: [LocationState]? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.locationStates = locationStates
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case locationStates = "LocationStates"
        }
    }

    public struct CreateFleetOutput: AWSDecodableShape {
        /// The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.
        public let fleetAttributes: FleetAttributes?
        /// The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, Amazon GameLift Servers updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.
        public let locationStates: [LocationState]?

        @inlinable
        public init(fleetAttributes: FleetAttributes? = nil, locationStates: [LocationState]? = nil) {
            self.fleetAttributes = fleetAttributes
            self.locationStates = locationStates
        }

        private enum CodingKeys: String, CodingKey {
            case fleetAttributes = "FleetAttributes"
            case locationStates = "LocationStates"
        }
    }

    public struct CreateGameServerGroupInput: AWSEncodableShape {
        /// Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
        public let autoScalingPolicy: GameServerGroupAutoScalingPolicy?
        /// Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:    SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.    SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.    ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
        public let balancingStrategy: BalancingStrategy?
        /// An identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift Servers FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
        public let gameServerGroupName: String?
        /// A flag that indicates whether instances in the game server group are protected  from early termination. Unprotected instances that have active game servers running might  be terminated during a scale-down event, causing players to be dropped from the game.  Protected instances cannot be terminated while there are active game servers running except  in the event of a forced game server group deletion (see ). An exception to this is with Spot  Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.
        public let gameServerProtectionPolicy: GameServerProtectionPolicy?
        /// The Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift Servers FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
        public let instanceDefinitions: [InstanceDefinition]?
        /// The Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.  If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to "true". If no network interface is specified in the launch template, Amazon GameLift Servers FleetIQ uses your account's default VPC.
        public let launchTemplate: LaunchTemplateSpecification?
        /// The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
        public let maxSize: Int?
        /// The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift Servers FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
        public let minSize: Int?
        /// The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.
        public let roleArn: String?
        /// A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?
        /// A list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift Servers FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you've set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
        public let vpcSubnets: [String]?

        @inlinable
        public init(autoScalingPolicy: GameServerGroupAutoScalingPolicy? = nil, balancingStrategy: BalancingStrategy? = nil, gameServerGroupName: String? = nil, gameServerProtectionPolicy: GameServerProtectionPolicy? = nil, instanceDefinitions: [InstanceDefinition]? = nil, launchTemplate: LaunchTemplateSpecification? = nil, maxSize: Int? = nil, minSize: Int? = nil, roleArn: String? = nil, tags: [Tag]? = nil, vpcSubnets: [String]? = nil) {
            self.autoScalingPolicy = autoScalingPolicy
            self.balancingStrategy = balancingStrategy
            self.gameServerGroupName = gameServerGroupName
            self.gameServerProtectionPolicy = gameServerProtectionPolicy
            self.instanceDefinitions = instanceDefinitions
            self.launchTemplate = launchTemplate
            self.maxSize = maxSize
            self.minSize = minSize
            self.roleArn = roleArn
            self.tags = tags
            self.vpcSubnets = vpcSubnets
        }

        public func validate(name: String) throws {
            try self.autoScalingPolicy?.validate(name: "\(name).autoScalingPolicy")
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 128)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+$")
            try self.instanceDefinitions?.forEach {
                try $0.validate(name: "\(name).instanceDefinitions[]")
            }
            try self.validate(self.instanceDefinitions, name: "instanceDefinitions", parent: name, max: 20)
            try self.validate(self.instanceDefinitions, name: "instanceDefinitions", parent: name, min: 2)
            try self.launchTemplate?.validate(name: "\(name).launchTemplate")
            try self.validate(self.maxSize, name: "maxSize", parent: name, min: 1)
            try self.validate(self.minSize, name: "minSize", parent: name, min: 0)
            try self.validate(self.roleArn, name: "roleArn", parent: name, max: 256)
            try self.validate(self.roleArn, name: "roleArn", parent: name, min: 1)
            try self.validate(self.roleArn, name: "roleArn", parent: name, pattern: "^arn:.*:role\\/[\\w+=,.@-]+$")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
            try self.vpcSubnets?.forEach {
                try validate($0, name: "vpcSubnets[]", parent: name, max: 24)
                try validate($0, name: "vpcSubnets[]", parent: name, min: 15)
                try validate($0, name: "vpcSubnets[]", parent: name, pattern: "^subnet-[0-9a-z]+$")
            }
            try self.validate(self.vpcSubnets, name: "vpcSubnets", parent: name, max: 20)
            try self.validate(self.vpcSubnets, name: "vpcSubnets", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case autoScalingPolicy = "AutoScalingPolicy"
            case balancingStrategy = "BalancingStrategy"
            case gameServerGroupName = "GameServerGroupName"
            case gameServerProtectionPolicy = "GameServerProtectionPolicy"
            case instanceDefinitions = "InstanceDefinitions"
            case launchTemplate = "LaunchTemplate"
            case maxSize = "MaxSize"
            case minSize = "MinSize"
            case roleArn = "RoleArn"
            case tags = "Tags"
            case vpcSubnets = "VpcSubnets"
        }
    }

    public struct CreateGameServerGroupOutput: AWSDecodableShape {
        /// The newly created game server group object, including the new ARN value for the Amazon GameLift Servers FleetIQ game server group and the object's status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.
        public let gameServerGroup: GameServerGroup?

        @inlinable
        public init(gameServerGroup: GameServerGroup? = nil) {
            self.gameServerGroup = gameServerGroup
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroup = "GameServerGroup"
        }
    }

    public struct CreateGameSessionInput: AWSEncodableShape {
        /// A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
        public let aliasId: String?
        /// A unique identifier for a player or entity creating the game session.  If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a CreatorId. Amazon GameLift Servers limits the number of game session creation requests with the same CreatorId in a specified time period. If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your CreateGameSession requests, Amazon GameLift Servers limits requests to one request per CreatorId per second. To not limit CreateGameSession requests with the same CreatorId, don't provide a CreatorId in your CreateGameSession request.
        public let creatorId: String?
        /// A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
        public let fleetId: String?
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties.
        public let gameProperties: [GameProperty]?
        /// A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.
        public let gameSessionData: String?
        ///  This parameter is deprecated. Use IdempotencyToken instead.  Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.
        public let gameSessionId: String?
        /// Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format:  arn:aws:gamelift:::gamesession//. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.
        public let idempotencyToken: String?
        /// A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.
        public let location: String?
        /// The maximum number of players that can be connected simultaneously to the game session.
        public let maximumPlayerSessionCount: Int?
        /// A descriptive label that is associated with a game session. Session names do not need to be unique.
        public let name: String?

        @inlinable
        public init(aliasId: String? = nil, creatorId: String? = nil, fleetId: String? = nil, gameProperties: [GameProperty]? = nil, gameSessionData: String? = nil, gameSessionId: String? = nil, idempotencyToken: String? = nil, location: String? = nil, maximumPlayerSessionCount: Int? = nil, name: String? = nil) {
            self.aliasId = aliasId
            self.creatorId = creatorId
            self.fleetId = fleetId
            self.gameProperties = gameProperties
            self.gameSessionData = gameSessionData
            self.gameSessionId = gameSessionId
            self.idempotencyToken = idempotencyToken
            self.location = location
            self.maximumPlayerSessionCount = maximumPlayerSessionCount
            self.name = name
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
            try self.validate(self.creatorId, name: "creatorId", parent: name, max: 1024)
            try self.validate(self.creatorId, name: "creatorId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.gameProperties?.forEach {
                try $0.validate(name: "\(name).gameProperties[]")
            }
            try self.validate(self.gameProperties, name: "gameProperties", parent: name, max: 16)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, max: 262144)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 48)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9-]+$")
            try self.validate(self.idempotencyToken, name: "idempotencyToken", parent: name, max: 48)
            try self.validate(self.idempotencyToken, name: "idempotencyToken", parent: name, min: 1)
            try self.validate(self.idempotencyToken, name: "idempotencyToken", parent: name, pattern: "^[a-zA-Z0-9-]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.maximumPlayerSessionCount, name: "maximumPlayerSessionCount", parent: name, min: 0)
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
            case creatorId = "CreatorId"
            case fleetId = "FleetId"
            case gameProperties = "GameProperties"
            case gameSessionData = "GameSessionData"
            case gameSessionId = "GameSessionId"
            case idempotencyToken = "IdempotencyToken"
            case location = "Location"
            case maximumPlayerSessionCount = "MaximumPlayerSessionCount"
            case name = "Name"
        }
    }

    public struct CreateGameSessionOutput: AWSDecodableShape {
        /// Object that describes the newly created game session record.
        public let gameSession: GameSession?

        @inlinable
        public init(gameSession: GameSession? = nil) {
            self.gameSession = gameSession
        }

        private enum CodingKeys: String, CodingKey {
            case gameSession = "GameSession"
        }
    }

    public struct CreateGameSessionQueueInput: AWSEncodableShape {
        /// Information to be added to all events that are related to this game session queue.
        public let customEventData: String?
        /// A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.  Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
        public let destinations: [GameSessionQueueDestination]?
        /// A list of locations where a queue is allowed to place new game sessions. Locations  are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is  not set, game sessions can be placed in any queue location.
        public let filterConfiguration: FilterConfiguration?
        /// A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
        public let name: String?
        /// An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
        public let notificationTarget: String?
        /// A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests.
        /// 	Use multiple policies to gradually relax the cap over time if Amazon GameLift Servers can't make a placement.
        /// 	    Policies are evaluated in order starting with the lowest maximum latency value.
        public let playerLatencyPolicies: [PlayerLatencyPolicy]?
        /// Custom settings to use when prioritizing destinations and locations for game session placements. This  configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly  named will be automatically applied at the end of the prioritization process.
        public let priorityConfiguration: PriorityConfiguration?
        /// A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?
        /// The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status. If you don't specify a request timeout, the queue uses a default value.
        public let timeoutInSeconds: Int?

        @inlinable
        public init(customEventData: String? = nil, destinations: [GameSessionQueueDestination]? = nil, filterConfiguration: FilterConfiguration? = nil, name: String? = nil, notificationTarget: String? = nil, playerLatencyPolicies: [PlayerLatencyPolicy]? = nil, priorityConfiguration: PriorityConfiguration? = nil, tags: [Tag]? = nil, timeoutInSeconds: Int? = nil) {
            self.customEventData = customEventData
            self.destinations = destinations
            self.filterConfiguration = filterConfiguration
            self.name = name
            self.notificationTarget = notificationTarget
            self.playerLatencyPolicies = playerLatencyPolicies
            self.priorityConfiguration = priorityConfiguration
            self.tags = tags
            self.timeoutInSeconds = timeoutInSeconds
        }

        public func validate(name: String) throws {
            try self.validate(self.customEventData, name: "customEventData", parent: name, max: 256)
            try self.validate(self.customEventData, name: "customEventData", parent: name, pattern: "^[\\s\\S]*$")
            try self.destinations?.forEach {
                try $0.validate(name: "\(name).destinations[]")
            }
            try self.filterConfiguration?.validate(name: "\(name).filterConfiguration")
            try self.validate(self.name, name: "name", parent: name, max: 128)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-]+$")
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, max: 300)
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, pattern: "^[a-zA-Z0-9:_-]*(\\.fifo)?$")
            try self.playerLatencyPolicies?.forEach {
                try $0.validate(name: "\(name).playerLatencyPolicies[]")
            }
            try self.priorityConfiguration?.validate(name: "\(name).priorityConfiguration")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
            try self.validate(self.timeoutInSeconds, name: "timeoutInSeconds", parent: name, min: 0)
        }

        private enum CodingKeys: String, CodingKey {
            case customEventData = "CustomEventData"
            case destinations = "Destinations"
            case filterConfiguration = "FilterConfiguration"
            case name = "Name"
            case notificationTarget = "NotificationTarget"
            case playerLatencyPolicies = "PlayerLatencyPolicies"
            case priorityConfiguration = "PriorityConfiguration"
            case tags = "Tags"
            case timeoutInSeconds = "TimeoutInSeconds"
        }
    }

    public struct CreateGameSessionQueueOutput: AWSDecodableShape {
        /// An object that describes the newly created game session queue.
        public let gameSessionQueue: GameSessionQueue?

        @inlinable
        public init(gameSessionQueue: GameSessionQueue? = nil) {
            self.gameSessionQueue = gameSessionQueue
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionQueue = "GameSessionQueue"
        }
    }

    public struct CreateLocationInput: AWSEncodableShape {
        /// A descriptive name for the custom location.
        public let locationName: String?
        /// A list of labels to assign to the new resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management, and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.
        public let tags: [Tag]?

        @inlinable
        public init(locationName: String? = nil, tags: [Tag]? = nil) {
            self.locationName = locationName
            self.tags = tags
        }

        public func validate(name: String) throws {
            try self.validate(self.locationName, name: "locationName", parent: name, max: 64)
            try self.validate(self.locationName, name: "locationName", parent: name, min: 8)
            try self.validate(self.locationName, name: "locationName", parent: name, pattern: "^custom-[A-Za-z0-9\\-]+$")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case locationName = "LocationName"
            case tags = "Tags"
        }
    }

    public struct CreateLocationOutput: AWSDecodableShape {
        /// The details of the custom location you created.
        public let location: LocationModel?

        @inlinable
        public init(location: LocationModel? = nil) {
            self.location = location
        }

        private enum CodingKeys: String, CodingKey {
            case location = "Location"
        }
    }

    public struct CreateMatchmakingConfigurationInput: AWSEncodableShape {
        /// A flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.
        public let acceptanceRequired: Bool?
        /// The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
        public let acceptanceTimeoutSeconds: Int?
        /// The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies  a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.
        public let additionalPlayerCount: Int?
        /// The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have Amazon GameLift Servers create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in  Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
        public let backfillMode: BackfillMode?
        /// Information to be added to all events related to this matchmaking configuration.
        public let customEventData: String?
        /// A human-readable description of the matchmaking configuration.
        public let description: String?
        /// Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.     STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a  MatchmakingSucceeded event.    WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.
        public let flexMatchMode: FlexMatchMode?
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
        public let gameProperties: [GameProperty]?
        /// A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
        public let gameSessionData: String?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
        public let gameSessionQueueArns: [String]?
        /// A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
        public let name: String?
        /// An SNS topic ARN that is set up to receive matchmaking notifications. See  Setting up notifications for matchmaking for more information.
        public let notificationTarget: String?
        /// The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
        public let requestTimeoutSeconds: Int?
        /// A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
        public let ruleSetName: String?
        /// A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?

        @inlinable
        public init(acceptanceRequired: Bool? = nil, acceptanceTimeoutSeconds: Int? = nil, additionalPlayerCount: Int? = nil, backfillMode: BackfillMode? = nil, customEventData: String? = nil, description: String? = nil, flexMatchMode: FlexMatchMode? = nil, gameProperties: [GameProperty]? = nil, gameSessionData: String? = nil, gameSessionQueueArns: [String]? = nil, name: String? = nil, notificationTarget: String? = nil, requestTimeoutSeconds: Int? = nil, ruleSetName: String? = nil, tags: [Tag]? = nil) {
            self.acceptanceRequired = acceptanceRequired
            self.acceptanceTimeoutSeconds = acceptanceTimeoutSeconds
            self.additionalPlayerCount = additionalPlayerCount
            self.backfillMode = backfillMode
            self.customEventData = customEventData
            self.description = description
            self.flexMatchMode = flexMatchMode
            self.gameProperties = gameProperties
            self.gameSessionData = gameSessionData
            self.gameSessionQueueArns = gameSessionQueueArns
            self.name = name
            self.notificationTarget = notificationTarget
            self.requestTimeoutSeconds = requestTimeoutSeconds
            self.ruleSetName = ruleSetName
            self.tags = tags
        }

        public func validate(name: String) throws {
            try self.validate(self.acceptanceTimeoutSeconds, name: "acceptanceTimeoutSeconds", parent: name, max: 600)
            try self.validate(self.acceptanceTimeoutSeconds, name: "acceptanceTimeoutSeconds", parent: name, min: 1)
            try self.validate(self.additionalPlayerCount, name: "additionalPlayerCount", parent: name, min: 0)
            try self.validate(self.customEventData, name: "customEventData", parent: name, max: 256)
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.gameProperties?.forEach {
                try $0.validate(name: "\(name).gameProperties[]")
            }
            try self.validate(self.gameProperties, name: "gameProperties", parent: name, max: 16)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, max: 4096)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, min: 1)
            try self.gameSessionQueueArns?.forEach {
                try validate($0, name: "gameSessionQueueArns[]", parent: name, max: 512)
                try validate($0, name: "gameSessionQueueArns[]", parent: name, min: 1)
                try validate($0, name: "gameSessionQueueArns[]", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            }
            try self.validate(self.name, name: "name", parent: name, max: 128)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-\\.]*$")
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, max: 300)
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, pattern: "^[a-zA-Z0-9:_/-]*(.fifo)?$")
            try self.validate(self.requestTimeoutSeconds, name: "requestTimeoutSeconds", parent: name, max: 43200)
            try self.validate(self.requestTimeoutSeconds, name: "requestTimeoutSeconds", parent: name, min: 1)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, max: 256)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, min: 1)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*$")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case acceptanceRequired = "AcceptanceRequired"
            case acceptanceTimeoutSeconds = "AcceptanceTimeoutSeconds"
            case additionalPlayerCount = "AdditionalPlayerCount"
            case backfillMode = "BackfillMode"
            case customEventData = "CustomEventData"
            case description = "Description"
            case flexMatchMode = "FlexMatchMode"
            case gameProperties = "GameProperties"
            case gameSessionData = "GameSessionData"
            case gameSessionQueueArns = "GameSessionQueueArns"
            case name = "Name"
            case notificationTarget = "NotificationTarget"
            case requestTimeoutSeconds = "RequestTimeoutSeconds"
            case ruleSetName = "RuleSetName"
            case tags = "Tags"
        }
    }

    public struct CreateMatchmakingConfigurationOutput: AWSDecodableShape {
        /// Object that describes the newly created matchmaking configuration.
        public let configuration: MatchmakingConfiguration?

        @inlinable
        public init(configuration: MatchmakingConfiguration? = nil) {
            self.configuration = configuration
        }

        private enum CodingKeys: String, CodingKey {
            case configuration = "Configuration"
        }
    }

    public struct CreateMatchmakingRuleSetInput: AWSEncodableShape {
        /// A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.
        public let name: String?
        /// A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
        public let ruleSetBody: String?
        /// A list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
        public let tags: [Tag]?

        @inlinable
        public init(name: String? = nil, ruleSetBody: String? = nil, tags: [Tag]? = nil) {
            self.name = name
            self.ruleSetBody = ruleSetBody
            self.tags = tags
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 128)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-\\.]*$")
            try self.validate(self.ruleSetBody, name: "ruleSetBody", parent: name, max: 65535)
            try self.validate(self.ruleSetBody, name: "ruleSetBody", parent: name, min: 1)
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
            case ruleSetBody = "RuleSetBody"
            case tags = "Tags"
        }
    }

    public struct CreateMatchmakingRuleSetOutput: AWSDecodableShape {
        /// The newly created matchmaking rule set.
        public let ruleSet: MatchmakingRuleSet?

        @inlinable
        public init(ruleSet: MatchmakingRuleSet? = nil) {
            self.ruleSet = ruleSet
        }

        private enum CodingKeys: String, CodingKey {
            case ruleSet = "RuleSet"
        }
    }

    public struct CreatePlayerSessionInput: AWSEncodableShape {
        /// A unique identifier for the game session to add a player to.
        public let gameSessionId: String?
        /// Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
        public let playerData: String?
        /// A unique identifier for a player. Player IDs are developer-defined.
        public let playerId: String?

        @inlinable
        public init(gameSessionId: String? = nil, playerData: String? = nil, playerId: String? = nil) {
            self.gameSessionId = gameSessionId
            self.playerData = playerData
            self.playerId = playerId
        }

        public func validate(name: String) throws {
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            try self.validate(self.playerData, name: "playerData", parent: name, max: 2048)
            try self.validate(self.playerData, name: "playerData", parent: name, min: 1)
            try self.validate(self.playerId, name: "playerId", parent: name, max: 1024)
            try self.validate(self.playerId, name: "playerId", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionId = "GameSessionId"
            case playerData = "PlayerData"
            case playerId = "PlayerId"
        }
    }

    public struct CreatePlayerSessionOutput: AWSDecodableShape {
        /// Object that describes the newly created player session record.
        public let playerSession: PlayerSession?

        @inlinable
        public init(playerSession: PlayerSession? = nil) {
            self.playerSession = playerSession
        }

        private enum CodingKeys: String, CodingKey {
            case playerSession = "PlayerSession"
        }
    }

    public struct CreatePlayerSessionsInput: AWSEncodableShape {
        /// A unique identifier for the game session to add players to.
        public let gameSessionId: String?
        /// Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds parameter are ignored.
        public let playerDataMap: [String: String]?
        /// List of unique identifiers for the players to be added.
        public let playerIds: [String]?

        @inlinable
        public init(gameSessionId: String? = nil, playerDataMap: [String: String]? = nil, playerIds: [String]? = nil) {
            self.gameSessionId = gameSessionId
            self.playerDataMap = playerDataMap
            self.playerIds = playerIds
        }

        public func validate(name: String) throws {
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            try self.playerDataMap?.forEach {
                try validate($0.key, name: "playerDataMap.key", parent: name, max: 1024)
                try validate($0.key, name: "playerDataMap.key", parent: name, min: 1)
                try validate($0.value, name: "playerDataMap[\"\($0.key)\"]", parent: name, max: 2048)
                try validate($0.value, name: "playerDataMap[\"\($0.key)\"]", parent: name, min: 1)
            }
            try self.playerIds?.forEach {
                try validate($0, name: "playerIds[]", parent: name, max: 1024)
                try validate($0, name: "playerIds[]", parent: name, min: 1)
            }
            try self.validate(self.playerIds, name: "playerIds", parent: name, max: 25)
            try self.validate(self.playerIds, name: "playerIds", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionId = "GameSessionId"
            case playerDataMap = "PlayerDataMap"
            case playerIds = "PlayerIds"
        }
    }

    public struct CreatePlayerSessionsOutput: AWSDecodableShape {
        /// A collection of player session objects created for the added players.
        public let playerSessions: [PlayerSession]?

        @inlinable
        public init(playerSessions: [PlayerSession]? = nil) {
            self.playerSessions = playerSessions
        }

        private enum CodingKeys: String, CodingKey {
            case playerSessions = "PlayerSessions"
        }
    }

    public struct CreateScriptInput: AWSEncodableShape {
        /// A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.
        public let name: String?
        /// The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift Servers to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
        public let storageLocation: S3Location?
        /// A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see  Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
        public let tags: [Tag]?
        /// Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
        public let version: String?
        /// A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.
        public let zipFile: AWSBase64Data?

        @inlinable
        public init(name: String? = nil, storageLocation: S3Location? = nil, tags: [Tag]? = nil, version: String? = nil, zipFile: AWSBase64Data? = nil) {
            self.name = name
            self.storageLocation = storageLocation
            self.tags = tags
            self.version = version
            self.zipFile = zipFile
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.storageLocation?.validate(name: "\(name).storageLocation")
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
            try self.validate(self.version, name: "version", parent: name, max: 1024)
            try self.validate(self.version, name: "version", parent: name, min: 1)
            try self.validate(self.zipFile, name: "zipFile", parent: name, max: 5000000)
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
            case storageLocation = "StorageLocation"
            case tags = "Tags"
            case version = "Version"
            case zipFile = "ZipFile"
        }
    }

    public struct CreateScriptOutput: AWSDecodableShape {
        /// The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift Servers service.
        public let script: Script?

        @inlinable
        public init(script: Script? = nil) {
            self.script = script
        }

        private enum CodingKeys: String, CodingKey {
            case script = "Script"
        }
    }

    public struct CreateVpcPeeringAuthorizationInput: AWSEncodableShape {
        /// A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift Servers fleet.  You can find your Account ID in the Amazon Web Services Management Console under account settings.
        public let gameLiftAwsAccountId: String?
        /// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the  VPC Dashboard in the Amazon Web Services Management Console.  Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.
        public let peerVpcId: String?

        @inlinable
        public init(gameLiftAwsAccountId: String? = nil, peerVpcId: String? = nil) {
            self.gameLiftAwsAccountId = gameLiftAwsAccountId
            self.peerVpcId = peerVpcId
        }

        public func validate(name: String) throws {
            try self.validate(self.gameLiftAwsAccountId, name: "gameLiftAwsAccountId", parent: name, max: 1024)
            try self.validate(self.gameLiftAwsAccountId, name: "gameLiftAwsAccountId", parent: name, min: 1)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, max: 1024)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameLiftAwsAccountId = "GameLiftAwsAccountId"
            case peerVpcId = "PeerVpcId"
        }
    }

    public struct CreateVpcPeeringAuthorizationOutput: AWSDecodableShape {
        /// Details on the requested VPC peering authorization, including expiration.
        public let vpcPeeringAuthorization: VpcPeeringAuthorization?

        @inlinable
        public init(vpcPeeringAuthorization: VpcPeeringAuthorization? = nil) {
            self.vpcPeeringAuthorization = vpcPeeringAuthorization
        }

        private enum CodingKeys: String, CodingKey {
            case vpcPeeringAuthorization = "VpcPeeringAuthorization"
        }
    }

    public struct CreateVpcPeeringConnectionInput: AWSEncodableShape {
        /// A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift Servers which GameLift VPC to peer with.
        public let fleetId: String?
        /// A unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift Servers fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.
        public let peerVpcAwsAccountId: String?
        /// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the  VPC Dashboard in the Amazon Web Services Management Console.  Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.
        public let peerVpcId: String?

        @inlinable
        public init(fleetId: String? = nil, peerVpcAwsAccountId: String? = nil, peerVpcId: String? = nil) {
            self.fleetId = fleetId
            self.peerVpcAwsAccountId = peerVpcAwsAccountId
            self.peerVpcId = peerVpcId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 128)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.peerVpcAwsAccountId, name: "peerVpcAwsAccountId", parent: name, max: 1024)
            try self.validate(self.peerVpcAwsAccountId, name: "peerVpcAwsAccountId", parent: name, min: 1)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, max: 1024)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case peerVpcAwsAccountId = "PeerVpcAwsAccountId"
            case peerVpcId = "PeerVpcId"
        }
    }

    public struct CreateVpcPeeringConnectionOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteAliasInput: AWSEncodableShape {
        /// A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
        public let aliasId: String?

        @inlinable
        public init(aliasId: String? = nil) {
            self.aliasId = aliasId
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
        }
    }

    public struct DeleteBuildInput: AWSEncodableShape {
        /// A unique identifier for the build to delete. You can use either the build ID or ARN value.
        public let buildId: String?

        @inlinable
        public init(buildId: String? = nil) {
            self.buildId = buildId
        }

        public func validate(name: String) throws {
            try self.validate(self.buildId, name: "buildId", parent: name, pattern: "^build-\\S+|^arn:.*:build\\/build-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case buildId = "BuildId"
        }
    }

    public struct DeleteContainerFleetInput: AWSEncodableShape {
        /// A unique identifier for the container fleet to delete. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(fleetId: String? = nil) {
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
        }
    }

    public struct DeleteContainerFleetOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteContainerGroupDefinitionInput: AWSEncodableShape {
        /// The unique identifier for the container group definition to delete. You can use either the Name or ARN value.
        public let name: String?
        /// The number of most recent versions to keep while deleting all older versions.
        public let versionCountToRetain: Int?
        /// The specific version to delete.
        public let versionNumber: Int?

        @inlinable
        public init(name: String? = nil, versionCountToRetain: Int? = nil, versionNumber: Int? = nil) {
            self.name = name
            self.versionCountToRetain = versionCountToRetain
            self.versionNumber = versionNumber
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 512)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.versionCountToRetain, name: "versionCountToRetain", parent: name, min: 0)
            try self.validate(self.versionNumber, name: "versionNumber", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
            case versionCountToRetain = "VersionCountToRetain"
            case versionNumber = "VersionNumber"
        }
    }

    public struct DeleteContainerGroupDefinitionOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteFleetInput: AWSEncodableShape {
        /// A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(fleetId: String? = nil) {
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
        }
    }

    public struct DeleteFleetLocationsInput: AWSEncodableShape {
        /// A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.
        public let locations: [String]?

        @inlinable
        public init(fleetId: String? = nil, locations: [String]? = nil) {
            self.fleetId = fleetId
            self.locations = locations
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.locations?.forEach {
                try validate($0, name: "locations[]", parent: name, max: 64)
                try validate($0, name: "locations[]", parent: name, min: 1)
                try validate($0, name: "locations[]", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            }
            try self.validate(self.locations, name: "locations", parent: name, max: 100)
            try self.validate(self.locations, name: "locations", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case locations = "Locations"
        }
    }

    public struct DeleteFleetLocationsOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that location attributes are being deleted for.
        public let fleetId: String?
        /// The remote locations that are being deleted, with each location status set to DELETING.
        public let locationStates: [LocationState]?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil, locationStates: [LocationState]? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.locationStates = locationStates
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case locationStates = "LocationStates"
        }
    }

    public struct DeleteGameServerGroupInput: AWSEncodableShape {
        /// The type of delete to perform. Options include the following:    SAFE_DELETE – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in UTILIZED status.    FORCE_DELETE – Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.     RETAIN – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
        public let deleteOption: GameServerGroupDeleteOption?
        /// A unique identifier for the game server group. Use either the name or ARN value.
        public let gameServerGroupName: String?

        @inlinable
        public init(deleteOption: GameServerGroupDeleteOption? = nil, gameServerGroupName: String? = nil) {
            self.deleteOption = deleteOption
            self.gameServerGroupName = gameServerGroupName
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case deleteOption = "DeleteOption"
            case gameServerGroupName = "GameServerGroupName"
        }
    }

    public struct DeleteGameServerGroupOutput: AWSDecodableShape {
        /// An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.
        public let gameServerGroup: GameServerGroup?

        @inlinable
        public init(gameServerGroup: GameServerGroup? = nil) {
            self.gameServerGroup = gameServerGroup
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroup = "GameServerGroup"
        }
    }

    public struct DeleteGameSessionQueueInput: AWSEncodableShape {
        /// A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
        public let name: String?

        @inlinable
        public init(name: String? = nil) {
            self.name = name
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 256)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-]+|^arn:.*:gamesessionqueue\\/[a-zA-Z0-9-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
        }
    }

    public struct DeleteGameSessionQueueOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteLocationInput: AWSEncodableShape {
        /// The location name of the custom location to be deleted.
        public let locationName: String?

        @inlinable
        public init(locationName: String? = nil) {
            self.locationName = locationName
        }

        public func validate(name: String) throws {
            try self.validate(self.locationName, name: "locationName", parent: name, max: 128)
            try self.validate(self.locationName, name: "locationName", parent: name, min: 1)
            try self.validate(self.locationName, name: "locationName", parent: name, pattern: "^custom-[A-Za-z0-9\\-]+|^arn:.*:location\\/custom-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case locationName = "LocationName"
        }
    }

    public struct DeleteLocationOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteMatchmakingConfigurationInput: AWSEncodableShape {
        /// A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.
        public let name: String?

        @inlinable
        public init(name: String? = nil) {
            self.name = name
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 256)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
        }
    }

    public struct DeleteMatchmakingConfigurationOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteMatchmakingRuleSetInput: AWSEncodableShape {
        /// A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
        public let name: String?

        @inlinable
        public init(name: String? = nil) {
            self.name = name
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 256)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
        }
    }

    public struct DeleteMatchmakingRuleSetOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteScalingPolicyInput: AWSEncodableShape {
        /// A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
        public let name: String?

        @inlinable
        public init(fleetId: String? = nil, name: String? = nil) {
            self.fleetId = fleetId
            self.name = name
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case name = "Name"
        }
    }

    public struct DeleteScriptInput: AWSEncodableShape {
        /// A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.
        public let scriptId: String?

        @inlinable
        public init(scriptId: String? = nil) {
            self.scriptId = scriptId
        }

        public func validate(name: String) throws {
            try self.validate(self.scriptId, name: "scriptId", parent: name, pattern: "^script-\\S+|^arn:.*:script\\/script-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case scriptId = "ScriptId"
        }
    }

    public struct DeleteVpcPeeringAuthorizationInput: AWSEncodableShape {
        /// A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift Servers fleet.  You can find your Account ID in the Amazon Web Services Management Console under account settings.
        public let gameLiftAwsAccountId: String?
        /// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the  VPC Dashboard in the Amazon Web Services Management Console.  Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.
        public let peerVpcId: String?

        @inlinable
        public init(gameLiftAwsAccountId: String? = nil, peerVpcId: String? = nil) {
            self.gameLiftAwsAccountId = gameLiftAwsAccountId
            self.peerVpcId = peerVpcId
        }

        public func validate(name: String) throws {
            try self.validate(self.gameLiftAwsAccountId, name: "gameLiftAwsAccountId", parent: name, max: 1024)
            try self.validate(self.gameLiftAwsAccountId, name: "gameLiftAwsAccountId", parent: name, min: 1)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, max: 1024)
            try self.validate(self.peerVpcId, name: "peerVpcId", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameLiftAwsAccountId = "GameLiftAwsAccountId"
            case peerVpcId = "PeerVpcId"
        }
    }

    public struct DeleteVpcPeeringAuthorizationOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeleteVpcPeeringConnectionInput: AWSEncodableShape {
        /// A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A unique identifier for a VPC peering connection.
        public let vpcPeeringConnectionId: String?

        @inlinable
        public init(fleetId: String? = nil, vpcPeeringConnectionId: String? = nil) {
            self.fleetId = fleetId
            self.vpcPeeringConnectionId = vpcPeeringConnectionId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 128)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.vpcPeeringConnectionId, name: "vpcPeeringConnectionId", parent: name, max: 1024)
            try self.validate(self.vpcPeeringConnectionId, name: "vpcPeeringConnectionId", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case vpcPeeringConnectionId = "VpcPeeringConnectionId"
        }
    }

    public struct DeleteVpcPeeringConnectionOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeploymentConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// Determines what actions to take if a deployment fails. If the fleet is multi-location, this strategy applies across all fleet locations. With a rollback strategy, updated fleet instances are rolled back to the last successful deployment. Alternatively, you can maintain a few impaired containers for the purpose of debugging, while all other tasks return to the last successful deployment.
        public let impairmentStrategy: DeploymentImpairmentStrategy?
        /// Sets a minimum level of healthy tasks to maintain during deployment activity.
        public let minimumHealthyPercentage: Int?
        /// Determines how fleet deployment activity affects active game sessions on the fleet. With protection, a deployment honors game session protection, and delays actions that would interrupt a protected active game session until the game session ends. Without protection, deployment activity can shut down all running tasks, including active game sessions, regardless of game session protection.
        public let protectionStrategy: DeploymentProtectionStrategy?

        @inlinable
        public init(impairmentStrategy: DeploymentImpairmentStrategy? = nil, minimumHealthyPercentage: Int? = nil, protectionStrategy: DeploymentProtectionStrategy? = nil) {
            self.impairmentStrategy = impairmentStrategy
            self.minimumHealthyPercentage = minimumHealthyPercentage
            self.protectionStrategy = protectionStrategy
        }

        public func validate(name: String) throws {
            try self.validate(self.minimumHealthyPercentage, name: "minimumHealthyPercentage", parent: name, max: 75)
            try self.validate(self.minimumHealthyPercentage, name: "minimumHealthyPercentage", parent: name, min: 30)
        }

        private enum CodingKeys: String, CodingKey {
            case impairmentStrategy = "ImpairmentStrategy"
            case minimumHealthyPercentage = "MinimumHealthyPercentage"
            case protectionStrategy = "ProtectionStrategy"
        }
    }

    public struct DeploymentDetails: AWSDecodableShape {
        /// A unique identifier for a fleet deployment.
        public let latestDeploymentId: String?

        @inlinable
        public init(latestDeploymentId: String? = nil) {
            self.latestDeploymentId = latestDeploymentId
        }

        private enum CodingKeys: String, CodingKey {
            case latestDeploymentId = "LatestDeploymentId"
        }
    }

    public struct DeregisterComputeInput: AWSEncodableShape {
        /// The unique identifier of the compute resource to deregister. For an Anywhere fleet compute, use the registered compute name.
        public let computeName: String?
        /// A unique identifier for the fleet the compute resource is currently registered to.
        public let fleetId: String?

        @inlinable
        public init(computeName: String? = nil, fleetId: String? = nil) {
            self.computeName = computeName
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.computeName, name: "computeName", parent: name, max: 1024)
            try self.validate(self.computeName, name: "computeName", parent: name, pattern: "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$|^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case computeName = "ComputeName"
            case fleetId = "FleetId"
        }
    }

    public struct DeregisterComputeOutput: AWSDecodableShape {
        public init() {}
    }

    public struct DeregisterGameServerInput: AWSEncodableShape {
        /// A unique identifier for the game server group where the game server is running.
        public let gameServerGroupName: String?
        /// A custom string that uniquely identifies the game server to deregister.
        public let gameServerId: String?

        @inlinable
        public init(gameServerGroupName: String? = nil, gameServerId: String? = nil) {
            self.gameServerGroupName = gameServerGroupName
            self.gameServerId = gameServerId
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, max: 128)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, min: 3)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, pattern: "^[a-zA-Z0-9-\\.]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupName = "GameServerGroupName"
            case gameServerId = "GameServerId"
        }
    }

    public struct DescribeAliasInput: AWSEncodableShape {
        /// The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.
        public let aliasId: String?

        @inlinable
        public init(aliasId: String? = nil) {
            self.aliasId = aliasId
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
        }
    }

    public struct DescribeAliasOutput: AWSDecodableShape {
        /// The requested alias resource.
        public let alias: Alias?

        @inlinable
        public init(alias: Alias? = nil) {
            self.alias = alias
        }

        private enum CodingKeys: String, CodingKey {
            case alias = "Alias"
        }
    }

    public struct DescribeBuildInput: AWSEncodableShape {
        /// A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.
        public let buildId: String?

        @inlinable
        public init(buildId: String? = nil) {
            self.buildId = buildId
        }

        public func validate(name: String) throws {
            try self.validate(self.buildId, name: "buildId", parent: name, pattern: "^build-\\S+|^arn:.*:build\\/build-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case buildId = "BuildId"
        }
    }

    public struct DescribeBuildOutput: AWSDecodableShape {
        /// Set of properties describing the requested build.
        public let build: Build?

        @inlinable
        public init(build: Build? = nil) {
            self.build = build
        }

        private enum CodingKeys: String, CodingKey {
            case build = "Build"
        }
    }

    public struct DescribeComputeInput: AWSEncodableShape {
        /// The unique identifier of the compute resource to retrieve properties for. For a managed container fleet or Anywhere fleet, use a compute name. For an EC2 fleet, use an instance ID. To retrieve a fleet's compute identifiers, call ListCompute.
        public let computeName: String?
        /// A unique identifier for the fleet that the compute belongs to. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(computeName: String? = nil, fleetId: String? = nil) {
            self.computeName = computeName
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.computeName, name: "computeName", parent: name, max: 1024)
            try self.validate(self.computeName, name: "computeName", parent: name, pattern: "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$|^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case computeName = "ComputeName"
            case fleetId = "FleetId"
        }
    }

    public struct DescribeComputeOutput: AWSDecodableShape {
        /// The set of properties for the requested compute resource.
        public let compute: Compute?

        @inlinable
        public init(compute: Compute? = nil) {
            self.compute = compute
        }

        private enum CodingKeys: String, CodingKey {
            case compute = "Compute"
        }
    }

    public struct DescribeContainerFleetInput: AWSEncodableShape {
        /// A unique identifier for the container fleet to retrieve. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(fleetId: String? = nil) {
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
        }
    }

    public struct DescribeContainerFleetOutput: AWSDecodableShape {
        /// The properties for the requested container fleet, including current status.
        public let containerFleet: ContainerFleet?

        @inlinable
        public init(containerFleet: ContainerFleet? = nil) {
            self.containerFleet = containerFleet
        }

        private enum CodingKeys: String, CodingKey {
            case containerFleet = "ContainerFleet"
        }
    }

    public struct DescribeContainerGroupDefinitionInput: AWSEncodableShape {
        /// The unique identifier for the container group definition to retrieve properties for. You can use either the Name or ARN value.
        public let name: String?
        /// The specific version to retrieve.
        public let versionNumber: Int?

        @inlinable
        public init(name: String? = nil, versionNumber: Int? = nil) {
            self.name = name
            self.versionNumber = versionNumber
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 512)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.versionNumber, name: "versionNumber", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
            case versionNumber = "VersionNumber"
        }
    }

    public struct DescribeContainerGroupDefinitionOutput: AWSDecodableShape {
        /// The properties of the requested container group definition resource.
        public let containerGroupDefinition: ContainerGroupDefinition?

        @inlinable
        public init(containerGroupDefinition: ContainerGroupDefinition? = nil) {
            self.containerGroupDefinition = containerGroupDefinition
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupDefinition = "ContainerGroupDefinition"
        }
    }

    public struct DescribeEC2InstanceLimitsInput: AWSEncodableShape {
        /// Name of an Amazon EC2 instance type that is supported in Amazon GameLift Servers. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
        public let ec2InstanceType: EC2InstanceType?
        /// The name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as us-west-2.
        public let location: String?

        @inlinable
        public init(ec2InstanceType: EC2InstanceType? = nil, location: String? = nil) {
            self.ec2InstanceType = ec2InstanceType
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case ec2InstanceType = "EC2InstanceType"
            case location = "Location"
        }
    }

    public struct DescribeEC2InstanceLimitsOutput: AWSDecodableShape {
        /// The maximum number of instances for the specified instance type.
        public let ec2InstanceLimits: [EC2InstanceLimit]?

        @inlinable
        public init(ec2InstanceLimits: [EC2InstanceLimit]? = nil) {
            self.ec2InstanceLimits = ec2InstanceLimits
        }

        private enum CodingKeys: String, CodingKey {
            case ec2InstanceLimits = "EC2InstanceLimits"
        }
    }

    public struct DescribeFleetAttributesInput: AWSEncodableShape {
        /// A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
        public let fleetIds: [String]?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
        public let nextToken: String?

        @inlinable
        public init(fleetIds: [String]? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.fleetIds = fleetIds
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.fleetIds?.forEach {
                try validate($0, name: "fleetIds[]", parent: name, max: 512)
                try validate($0, name: "fleetIds[]", parent: name, min: 1)
                try validate($0, name: "fleetIds[]", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            }
            try self.validate(self.fleetIds, name: "fleetIds", parent: name, min: 1)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetIds = "FleetIds"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetAttributesOutput: AWSDecodableShape {
        /// A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.
        public let fleetAttributes: [FleetAttributes]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(fleetAttributes: [FleetAttributes]? = nil, nextToken: String? = nil) {
            self.fleetAttributes = fleetAttributes
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case fleetAttributes = "FleetAttributes"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetCapacityInput: AWSEncodableShape {
        /// A unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
        public let fleetIds: [String]?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
        public let nextToken: String?

        @inlinable
        public init(fleetIds: [String]? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.fleetIds = fleetIds
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.fleetIds?.forEach {
                try validate($0, name: "fleetIds[]", parent: name, max: 512)
                try validate($0, name: "fleetIds[]", parent: name, min: 1)
                try validate($0, name: "fleetIds[]", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            }
            try self.validate(self.fleetIds, name: "fleetIds", parent: name, min: 1)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetIds = "FleetIds"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetCapacityOutput: AWSDecodableShape {
        /// A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
        public let fleetCapacity: [FleetCapacity]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(fleetCapacity: [FleetCapacity]? = nil, nextToken: String? = nil) {
            self.fleetCapacity = fleetCapacity
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case fleetCapacity = "FleetCapacity"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetDeploymentInput: AWSEncodableShape {
        /// A unique identifier for the deployment to return information for.
        public let deploymentId: String?
        /// A unique identifier for the container fleet. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(deploymentId: String? = nil, fleetId: String? = nil) {
            self.deploymentId = deploymentId
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.deploymentId, name: "deploymentId", parent: name, max: 1024)
            try self.validate(self.deploymentId, name: "deploymentId", parent: name, min: 1)
            try self.validate(self.deploymentId, name: "deploymentId", parent: name, pattern: "^[a-zA-Z0-9\\-]+$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case deploymentId = "DeploymentId"
            case fleetId = "FleetId"
        }
    }

    public struct DescribeFleetDeploymentOutput: AWSDecodableShape {
        /// The requested deployment information.
        public let fleetDeployment: FleetDeployment?
        /// If the deployment is for a multi-location fleet, the requests returns the deployment status in each fleet location.
        public let locationalDeployments: [String: LocationalDeployment]?

        @inlinable
        public init(fleetDeployment: FleetDeployment? = nil, locationalDeployments: [String: LocationalDeployment]? = nil) {
            self.fleetDeployment = fleetDeployment
            self.locationalDeployments = locationalDeployments
        }

        private enum CodingKeys: String, CodingKey {
            case fleetDeployment = "FleetDeployment"
            case locationalDeployments = "LocationalDeployments"
        }
    }

    public struct DescribeFleetEventsInput: AWSEncodableShape {
        /// The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
        public let endTime: Date?
        /// A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057").
        public let startTime: Date?

        @inlinable
        public init(endTime: Date? = nil, fleetId: String? = nil, limit: Int? = nil, nextToken: String? = nil, startTime: Date? = nil) {
            self.endTime = endTime
            self.fleetId = fleetId
            self.limit = limit
            self.nextToken = nextToken
            self.startTime = startTime
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case endTime = "EndTime"
            case fleetId = "FleetId"
            case limit = "Limit"
            case nextToken = "NextToken"
            case startTime = "StartTime"
        }
    }

    public struct DescribeFleetEventsOutput: AWSDecodableShape {
        /// A collection of objects containing event log entries for the specified fleet.
        public let events: [Event]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(events: [Event]? = nil, nextToken: String? = nil) {
            self.events = events
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case events = "Events"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetLocationAttributesInput: AWSEncodableShape {
        /// A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.
        public let limit: Int?
        /// A list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as us-west-2.
        public let locations: [String]?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(fleetId: String? = nil, limit: Int? = nil, locations: [String]? = nil, nextToken: String? = nil) {
            self.fleetId = fleetId
            self.limit = limit
            self.locations = locations
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.locations?.forEach {
                try validate($0, name: "locations[]", parent: name, max: 64)
                try validate($0, name: "locations[]", parent: name, min: 1)
                try validate($0, name: "locations[]", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            }
            try self.validate(self.locations, name: "locations", parent: name, max: 100)
            try self.validate(self.locations, name: "locations", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case limit = "Limit"
            case locations = "Locations"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetLocationAttributesOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that location attributes were requested for.
        public let fleetId: String?
        ///  Location-specific information on the requested fleet's remote locations.
        public let locationAttributes: [LocationAttributes]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil, locationAttributes: [LocationAttributes]? = nil, nextToken: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.locationAttributes = locationAttributes
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case locationAttributes = "LocationAttributes"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetLocationCapacityInput: AWSEncodableShape {
        /// A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
        public let location: String?

        @inlinable
        public init(fleetId: String? = nil, location: String? = nil) {
            self.fleetId = fleetId
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case location = "Location"
        }
    }

    public struct DescribeFleetLocationCapacityOutput: AWSDecodableShape {
        /// Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
        public let fleetCapacity: FleetCapacity?

        @inlinable
        public init(fleetCapacity: FleetCapacity? = nil) {
            self.fleetCapacity = fleetCapacity
        }

        private enum CodingKeys: String, CodingKey {
            case fleetCapacity = "FleetCapacity"
        }
    }

    public struct DescribeFleetLocationUtilizationInput: AWSEncodableShape {
        /// A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
        public let location: String?

        @inlinable
        public init(fleetId: String? = nil, location: String? = nil) {
            self.fleetId = fleetId
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case location = "Location"
        }
    }

    public struct DescribeFleetLocationUtilizationOutput: AWSDecodableShape {
        /// Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.
        public let fleetUtilization: FleetUtilization?

        @inlinable
        public init(fleetUtilization: FleetUtilization? = nil) {
            self.fleetUtilization = fleetUtilization
        }

        private enum CodingKeys: String, CodingKey {
            case fleetUtilization = "FleetUtilization"
        }
    }

    public struct DescribeFleetPortSettingsInput: AWSEncodableShape {
        /// A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A remote location to check for status of port setting updates. Use the Amazon Web Services Region code format, such as us-west-2.
        public let location: String?

        @inlinable
        public init(fleetId: String? = nil, location: String? = nil) {
            self.fleetId = fleetId
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case location = "Location"
        }
    }

    public struct DescribeFleetPortSettingsOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that was requested.
        public let fleetId: String?
        /// The port settings for the requested fleet ID.
        public let inboundPermissions: [IpPermission]?
        /// The requested fleet location, expressed as an Amazon Web Services Region code, such as us-west-2.
        public let location: String?
        /// The current status of updates to the fleet's port settings in the requested fleet location. A status of PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.
        public let updateStatus: LocationUpdateStatus?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil, inboundPermissions: [IpPermission]? = nil, location: String? = nil, updateStatus: LocationUpdateStatus? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.inboundPermissions = inboundPermissions
            self.location = location
            self.updateStatus = updateStatus
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case inboundPermissions = "InboundPermissions"
            case location = "Location"
            case updateStatus = "UpdateStatus"
        }
    }

    public struct DescribeFleetUtilizationInput: AWSEncodableShape {
        /// A unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
        public let fleetIds: [String]?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
        public let nextToken: String?

        @inlinable
        public init(fleetIds: [String]? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.fleetIds = fleetIds
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.fleetIds?.forEach {
                try validate($0, name: "fleetIds[]", parent: name, max: 512)
                try validate($0, name: "fleetIds[]", parent: name, min: 1)
                try validate($0, name: "fleetIds[]", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            }
            try self.validate(self.fleetIds, name: "fleetIds", parent: name, min: 1)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetIds = "FleetIds"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeFleetUtilizationOutput: AWSDecodableShape {
        /// A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.
        public let fleetUtilization: [FleetUtilization]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(fleetUtilization: [FleetUtilization]? = nil, nextToken: String? = nil) {
            self.fleetUtilization = fleetUtilization
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case fleetUtilization = "FleetUtilization"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeGameServerGroupInput: AWSEncodableShape {
        /// A unique identifier for the game server group. Use either the name or ARN value.
        public let gameServerGroupName: String?

        @inlinable
        public init(gameServerGroupName: String? = nil) {
            self.gameServerGroupName = gameServerGroupName
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupName = "GameServerGroupName"
        }
    }

    public struct DescribeGameServerGroupOutput: AWSDecodableShape {
        /// An object with the property settings for the requested game server group resource.
        public let gameServerGroup: GameServerGroup?

        @inlinable
        public init(gameServerGroup: GameServerGroup? = nil) {
            self.gameServerGroup = gameServerGroup
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroup = "GameServerGroup"
        }
    }

    public struct DescribeGameServerInput: AWSEncodableShape {
        /// A unique identifier for the game server group where the game server is running.
        public let gameServerGroupName: String?
        /// A custom string that uniquely identifies the game server information to be retrieved.
        public let gameServerId: String?

        @inlinable
        public init(gameServerGroupName: String? = nil, gameServerId: String? = nil) {
            self.gameServerGroupName = gameServerGroupName
            self.gameServerId = gameServerId
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, max: 128)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, min: 3)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, pattern: "^[a-zA-Z0-9-\\.]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupName = "GameServerGroupName"
            case gameServerId = "GameServerId"
        }
    }

    public struct DescribeGameServerInstancesInput: AWSEncodableShape {
        /// A unique identifier for the game server group. Use either the name or ARN value.
        public let gameServerGroupName: String?
        /// The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. To retrieve all instances in the game server group, leave this parameter empty.
        public let instanceIds: [String]?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(gameServerGroupName: String? = nil, instanceIds: [String]? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.gameServerGroupName = gameServerGroupName
            self.instanceIds = instanceIds
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.instanceIds?.forEach {
                try validate($0, name: "instanceIds[]", parent: name, max: 19)
                try validate($0, name: "instanceIds[]", parent: name, min: 19)
                try validate($0, name: "instanceIds[]", parent: name, pattern: "^i-[0-9a-zA-Z]{17}$")
            }
            try self.validate(self.instanceIds, name: "instanceIds", parent: name, max: 20)
            try self.validate(self.instanceIds, name: "instanceIds", parent: name, min: 1)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupName = "GameServerGroupName"
            case instanceIds = "InstanceIds"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeGameServerInstancesOutput: AWSDecodableShape {
        /// The collection of requested game server instances.
        public let gameServerInstances: [GameServerInstance]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(gameServerInstances: [GameServerInstance]? = nil, nextToken: String? = nil) {
            self.gameServerInstances = gameServerInstances
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerInstances = "GameServerInstances"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeGameServerOutput: AWSDecodableShape {
        /// Object that describes the requested game server.
        public let gameServer: GameServer?

        @inlinable
        public init(gameServer: GameServer? = nil) {
            self.gameServer = gameServer
        }

        private enum CodingKeys: String, CodingKey {
            case gameServer = "GameServer"
        }
    }

    public struct DescribeGameSessionDetailsInput: AWSEncodableShape {
        /// A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.
        public let aliasId: String?
        /// A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A unique identifier for the game session to retrieve.
        public let gameSessionId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
        public let location: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).
        public let statusFilter: String?

        @inlinable
        public init(aliasId: String? = nil, fleetId: String? = nil, gameSessionId: String? = nil, limit: Int? = nil, location: String? = nil, nextToken: String? = nil, statusFilter: String? = nil) {
            self.aliasId = aliasId
            self.fleetId = fleetId
            self.gameSessionId = gameSessionId
            self.limit = limit
            self.location = location
            self.nextToken = nextToken
            self.statusFilter = statusFilter
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
            try self.validate(self.statusFilter, name: "statusFilter", parent: name, max: 1024)
            try self.validate(self.statusFilter, name: "statusFilter", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
            case fleetId = "FleetId"
            case gameSessionId = "GameSessionId"
            case limit = "Limit"
            case location = "Location"
            case nextToken = "NextToken"
            case statusFilter = "StatusFilter"
        }
    }

    public struct DescribeGameSessionDetailsOutput: AWSDecodableShape {
        /// A collection of properties for each game session that matches the request.
        public let gameSessionDetails: [GameSessionDetail]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(gameSessionDetails: [GameSessionDetail]? = nil, nextToken: String? = nil) {
            self.gameSessionDetails = gameSessionDetails
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionDetails = "GameSessionDetails"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeGameSessionPlacementInput: AWSEncodableShape {
        /// A unique identifier for a game session placement to retrieve.
        public let placementId: String?

        @inlinable
        public init(placementId: String? = nil) {
            self.placementId = placementId
        }

        public func validate(name: String) throws {
            try self.validate(self.placementId, name: "placementId", parent: name, max: 48)
            try self.validate(self.placementId, name: "placementId", parent: name, min: 1)
            try self.validate(self.placementId, name: "placementId", parent: name, pattern: "^[a-zA-Z0-9-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case placementId = "PlacementId"
        }
    }

    public struct DescribeGameSessionPlacementOutput: AWSDecodableShape {
        /// Object that describes the requested game session placement.
        public let gameSessionPlacement: GameSessionPlacement?

        @inlinable
        public init(gameSessionPlacement: GameSessionPlacement? = nil) {
            self.gameSessionPlacement = gameSessionPlacement
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionPlacement = "GameSessionPlacement"
        }
    }

    public struct DescribeGameSessionQueuesInput: AWSEncodableShape {
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.
        public let limit: Int?
        /// A list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.
        public let names: [String]?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(limit: Int? = nil, names: [String]? = nil, nextToken: String? = nil) {
            self.limit = limit
            self.names = names
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.names?.forEach {
                try validate($0, name: "names[]", parent: name, max: 256)
                try validate($0, name: "names[]", parent: name, min: 1)
                try validate($0, name: "names[]", parent: name, pattern: "^[a-zA-Z0-9-]+|^arn:.*:gamesessionqueue\\/[a-zA-Z0-9-]+$")
            }
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case names = "Names"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeGameSessionQueuesOutput: AWSDecodableShape {
        /// A collection of objects that describe the requested game session queues.
        public let gameSessionQueues: [GameSessionQueue]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(gameSessionQueues: [GameSessionQueue]? = nil, nextToken: String? = nil) {
            self.gameSessionQueues = gameSessionQueues
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionQueues = "GameSessionQueues"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeGameSessionsInput: AWSEncodableShape {
        /// A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.
        public let aliasId: String?
        /// A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A unique identifier for the game session to retrieve.
        public let gameSessionId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
        public let location: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// Game session status to filter results on. You can filter on the following states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are transitory and used for only very brief periods of time.
        public let statusFilter: String?

        @inlinable
        public init(aliasId: String? = nil, fleetId: String? = nil, gameSessionId: String? = nil, limit: Int? = nil, location: String? = nil, nextToken: String? = nil, statusFilter: String? = nil) {
            self.aliasId = aliasId
            self.fleetId = fleetId
            self.gameSessionId = gameSessionId
            self.limit = limit
            self.location = location
            self.nextToken = nextToken
            self.statusFilter = statusFilter
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
            try self.validate(self.statusFilter, name: "statusFilter", parent: name, max: 1024)
            try self.validate(self.statusFilter, name: "statusFilter", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
            case fleetId = "FleetId"
            case gameSessionId = "GameSessionId"
            case limit = "Limit"
            case location = "Location"
            case nextToken = "NextToken"
            case statusFilter = "StatusFilter"
        }
    }

    public struct DescribeGameSessionsOutput: AWSDecodableShape {
        /// A collection of properties for each game session that matches the request.
        public let gameSessions: [GameSession]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(gameSessions: [GameSession]? = nil, nextToken: String? = nil) {
            self.gameSessions = gameSessions
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessions = "GameSessions"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeInstancesInput: AWSEncodableShape {
        /// A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
        public let instanceId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// The name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code such as us-west-2.
        public let location: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(fleetId: String? = nil, instanceId: String? = nil, limit: Int? = nil, location: String? = nil, nextToken: String? = nil) {
            self.fleetId = fleetId
            self.instanceId = instanceId
            self.limit = limit
            self.location = location
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.instanceId, name: "instanceId", parent: name, pattern: "^[a-zA-Z0-9\\.-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case instanceId = "InstanceId"
            case limit = "Limit"
            case location = "Location"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeInstancesOutput: AWSDecodableShape {
        /// A collection of objects containing properties for each instance returned.
        public let instances: [Instance]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(instances: [Instance]? = nil, nextToken: String? = nil) {
            self.instances = instances
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case instances = "Instances"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeMatchmakingConfigurationsInput: AWSEncodableShape {
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is limited to 10.
        public let limit: Int?
        /// A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.
        public let names: [String]?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.
        public let ruleSetName: String?

        @inlinable
        public init(limit: Int? = nil, names: [String]? = nil, nextToken: String? = nil, ruleSetName: String? = nil) {
            self.limit = limit
            self.names = names
            self.nextToken = nextToken
            self.ruleSetName = ruleSetName
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.names?.forEach {
                try validate($0, name: "names[]", parent: name, max: 256)
                try validate($0, name: "names[]", parent: name, min: 1)
                try validate($0, name: "names[]", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*$")
            }
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, max: 256)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, min: 1)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case names = "Names"
            case nextToken = "NextToken"
            case ruleSetName = "RuleSetName"
        }
    }

    public struct DescribeMatchmakingConfigurationsOutput: AWSDecodableShape {
        /// A collection of requested matchmaking configurations.
        public let configurations: [MatchmakingConfiguration]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(configurations: [MatchmakingConfiguration]? = nil, nextToken: String? = nil) {
            self.configurations = configurations
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case configurations = "Configurations"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeMatchmakingInput: AWSEncodableShape {
        /// A unique identifier for a matchmaking ticket. You can include up to 10 ID values.
        public let ticketIds: [String]?

        @inlinable
        public init(ticketIds: [String]? = nil) {
            self.ticketIds = ticketIds
        }

        public func validate(name: String) throws {
            try self.ticketIds?.forEach {
                try validate($0, name: "ticketIds[]", parent: name, max: 128)
                try validate($0, name: "ticketIds[]", parent: name, pattern: "^[a-zA-Z0-9-\\.]*$")
            }
        }

        private enum CodingKeys: String, CodingKey {
            case ticketIds = "TicketIds"
        }
    }

    public struct DescribeMatchmakingOutput: AWSDecodableShape {
        /// A collection of existing matchmaking ticket objects matching the request.
        public let ticketList: [MatchmakingTicket]?

        @inlinable
        public init(ticketList: [MatchmakingTicket]? = nil) {
            self.ticketList = ticketList
        }

        private enum CodingKeys: String, CodingKey {
            case ticketList = "TicketList"
        }
    }

    public struct DescribeMatchmakingRuleSetsInput: AWSEncodableShape {
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional "name" field in the rule set body.) You can use either the rule set name or ARN value.
        public let names: [String]?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(limit: Int? = nil, names: [String]? = nil, nextToken: String? = nil) {
            self.limit = limit
            self.names = names
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, max: 10)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.names?.forEach {
                try validate($0, name: "names[]", parent: name, max: 256)
                try validate($0, name: "names[]", parent: name, min: 1)
                try validate($0, name: "names[]", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*$")
            }
            try self.validate(self.names, name: "names", parent: name, max: 10)
            try self.validate(self.names, name: "names", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case names = "Names"
            case nextToken = "NextToken"
        }
    }

    public struct DescribeMatchmakingRuleSetsOutput: AWSDecodableShape {
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?
        /// A collection of requested matchmaking rule set objects.
        public let ruleSets: [MatchmakingRuleSet]?

        @inlinable
        public init(nextToken: String? = nil, ruleSets: [MatchmakingRuleSet]? = nil) {
            self.nextToken = nextToken
            self.ruleSets = ruleSets
        }

        private enum CodingKeys: String, CodingKey {
            case nextToken = "NextToken"
            case ruleSets = "RuleSets"
        }
    }

    public struct DescribePlayerSessionsInput: AWSEncodableShape {
        /// A unique identifier for the game session to retrieve player sessions for.
        public let gameSessionId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
        public let nextToken: String?
        /// A unique identifier for a player to retrieve player sessions for.
        public let playerId: String?
        /// A unique identifier for a player session to retrieve.
        public let playerSessionId: String?
        /// Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response. Possible player session statuses include the following:    RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.     ACTIVE -- The player has been validated by the server process and is currently connected.    COMPLETED -- The player connection has been dropped.    TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
        public let playerSessionStatusFilter: String?

        @inlinable
        public init(gameSessionId: String? = nil, limit: Int? = nil, nextToken: String? = nil, playerId: String? = nil, playerSessionId: String? = nil, playerSessionStatusFilter: String? = nil) {
            self.gameSessionId = gameSessionId
            self.limit = limit
            self.nextToken = nextToken
            self.playerId = playerId
            self.playerSessionId = playerSessionId
            self.playerSessionStatusFilter = playerSessionStatusFilter
        }

        public func validate(name: String) throws {
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
            try self.validate(self.playerId, name: "playerId", parent: name, max: 1024)
            try self.validate(self.playerId, name: "playerId", parent: name, min: 1)
            try self.validate(self.playerSessionId, name: "playerSessionId", parent: name, pattern: "^psess-\\S+$")
            try self.validate(self.playerSessionStatusFilter, name: "playerSessionStatusFilter", parent: name, max: 1024)
            try self.validate(self.playerSessionStatusFilter, name: "playerSessionStatusFilter", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionId = "GameSessionId"
            case limit = "Limit"
            case nextToken = "NextToken"
            case playerId = "PlayerId"
            case playerSessionId = "PlayerSessionId"
            case playerSessionStatusFilter = "PlayerSessionStatusFilter"
        }
    }

    public struct DescribePlayerSessionsOutput: AWSDecodableShape {
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?
        /// A collection of objects containing properties for each player session that matches the request.
        public let playerSessions: [PlayerSession]?

        @inlinable
        public init(nextToken: String? = nil, playerSessions: [PlayerSession]? = nil) {
            self.nextToken = nextToken
            self.playerSessions = playerSessions
        }

        private enum CodingKeys: String, CodingKey {
            case nextToken = "NextToken"
            case playerSessions = "PlayerSessions"
        }
    }

    public struct DescribeRuntimeConfigurationInput: AWSEncodableShape {
        /// A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(fleetId: String? = nil) {
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
        }
    }

    public struct DescribeRuntimeConfigurationOutput: AWSDecodableShape {
        /// Instructions that describe how server processes are launched and maintained on computes in the fleet.
        public let runtimeConfiguration: RuntimeConfiguration?

        @inlinable
        public init(runtimeConfiguration: RuntimeConfiguration? = nil) {
            self.runtimeConfiguration = runtimeConfiguration
        }

        private enum CodingKeys: String, CodingKey {
            case runtimeConfiguration = "RuntimeConfiguration"
        }
    }

    public struct DescribeScalingPoliciesInput: AWSEncodableShape {
        /// A unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        ///  The fleet location. If you don't specify this value, the response contains the scaling policies of every location in the fleet.
        public let location: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// Scaling policy status to filter results on. A scaling policy is only in force when in an ACTIVE status.    ACTIVE -- The scaling policy is currently in force.    UPDATEREQUESTED -- A request to update the scaling policy has been received.    UPDATING -- A change is being made to the scaling policy.    DELETEREQUESTED -- A request to delete the scaling policy has been received.    DELETING -- The scaling policy is being deleted.    DELETED -- The scaling policy has been deleted.    ERROR -- An error occurred in creating the policy. It should be removed and recreated.
        public let statusFilter: ScalingStatusType?

        @inlinable
        public init(fleetId: String? = nil, limit: Int? = nil, location: String? = nil, nextToken: String? = nil, statusFilter: ScalingStatusType? = nil) {
            self.fleetId = fleetId
            self.limit = limit
            self.location = location
            self.nextToken = nextToken
            self.statusFilter = statusFilter
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case limit = "Limit"
            case location = "Location"
            case nextToken = "NextToken"
            case statusFilter = "StatusFilter"
        }
    }

    public struct DescribeScalingPoliciesOutput: AWSDecodableShape {
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?
        /// A collection of objects containing the scaling policies matching the request.
        public let scalingPolicies: [ScalingPolicy]?

        @inlinable
        public init(nextToken: String? = nil, scalingPolicies: [ScalingPolicy]? = nil) {
            self.nextToken = nextToken
            self.scalingPolicies = scalingPolicies
        }

        private enum CodingKeys: String, CodingKey {
            case nextToken = "NextToken"
            case scalingPolicies = "ScalingPolicies"
        }
    }

    public struct DescribeScriptInput: AWSEncodableShape {
        /// A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.
        public let scriptId: String?

        @inlinable
        public init(scriptId: String? = nil) {
            self.scriptId = scriptId
        }

        public func validate(name: String) throws {
            try self.validate(self.scriptId, name: "scriptId", parent: name, pattern: "^script-\\S+|^arn:.*:script\\/script-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case scriptId = "ScriptId"
        }
    }

    public struct DescribeScriptOutput: AWSDecodableShape {
        /// A set of properties describing the requested script.
        public let script: Script?

        @inlinable
        public init(script: Script? = nil) {
            self.script = script
        }

        private enum CodingKeys: String, CodingKey {
            case script = "Script"
        }
    }

    public struct DescribeVpcPeeringAuthorizationsInput: AWSEncodableShape {
        public init() {}
    }

    public struct DescribeVpcPeeringAuthorizationsOutput: AWSDecodableShape {
        /// A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.
        public let vpcPeeringAuthorizations: [VpcPeeringAuthorization]?

        @inlinable
        public init(vpcPeeringAuthorizations: [VpcPeeringAuthorization]? = nil) {
            self.vpcPeeringAuthorizations = vpcPeeringAuthorizations
        }

        private enum CodingKeys: String, CodingKey {
            case vpcPeeringAuthorizations = "VpcPeeringAuthorizations"
        }
    }

    public struct DescribeVpcPeeringConnectionsInput: AWSEncodableShape {
        /// A unique identifier for the fleet. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(fleetId: String? = nil) {
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 128)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
        }
    }

    public struct DescribeVpcPeeringConnectionsOutput: AWSDecodableShape {
        /// A collection of VPC peering connection records that match the request.
        public let vpcPeeringConnections: [VpcPeeringConnection]?

        @inlinable
        public init(vpcPeeringConnections: [VpcPeeringConnection]? = nil) {
            self.vpcPeeringConnections = vpcPeeringConnections
        }

        private enum CodingKeys: String, CodingKey {
            case vpcPeeringConnections = "VpcPeeringConnections"
        }
    }

    public struct DesiredPlayerSession: AWSEncodableShape {
        /// Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
        public let playerData: String?
        /// A unique identifier for a player to associate with the player session.
        public let playerId: String?

        @inlinable
        public init(playerData: String? = nil, playerId: String? = nil) {
            self.playerData = playerData
            self.playerId = playerId
        }

        public func validate(name: String) throws {
            try self.validate(self.playerData, name: "playerData", parent: name, max: 2048)
            try self.validate(self.playerData, name: "playerData", parent: name, min: 1)
            try self.validate(self.playerId, name: "playerId", parent: name, max: 1024)
            try self.validate(self.playerId, name: "playerId", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case playerData = "PlayerData"
            case playerId = "PlayerId"
        }
    }

    public struct EC2InstanceCounts: AWSDecodableShape {
        /// Actual number of instances that are ready to host game sessions.
        public let active: Int?
        /// Requested number of active instances. Amazon GameLift Servers takes action as needed to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances. A change in the desired instances value can take up to 1 minute to be reflected when viewing a fleet's capacity settings.
        public let desired: Int?
        /// Number of active instances that are not currently hosting a game session.
        public let idle: Int?
        /// The maximum instance count value allowed.
        public let maximum: Int?
        /// The minimum instance count value allowed.
        public let minimum: Int?
        /// Number of instances that are starting but not yet active.
        public let pending: Int?
        /// Number of instances that are no longer active but haven't yet been terminated.
        public let terminating: Int?

        @inlinable
        public init(active: Int? = nil, desired: Int? = nil, idle: Int? = nil, maximum: Int? = nil, minimum: Int? = nil, pending: Int? = nil, terminating: Int? = nil) {
            self.active = active
            self.desired = desired
            self.idle = idle
            self.maximum = maximum
            self.minimum = minimum
            self.pending = pending
            self.terminating = terminating
        }

        private enum CodingKeys: String, CodingKey {
            case active = "ACTIVE"
            case desired = "DESIRED"
            case idle = "IDLE"
            case maximum = "MAXIMUM"
            case minimum = "MINIMUM"
            case pending = "PENDING"
            case terminating = "TERMINATING"
        }
    }

    public struct EC2InstanceLimit: AWSDecodableShape {
        /// The number of instances for the specified type and location that are currently being used by the Amazon Web Services account.
        public let currentInstances: Int?
        /// The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
        public let ec2InstanceType: EC2InstanceType?
        /// The number of instances that is allowed for the specified instance type and location.
        public let instanceLimit: Int?
        /// An Amazon Web Services Region code, such as us-west-2.
        public let location: String?

        @inlinable
        public init(currentInstances: Int? = nil, ec2InstanceType: EC2InstanceType? = nil, instanceLimit: Int? = nil, location: String? = nil) {
            self.currentInstances = currentInstances
            self.ec2InstanceType = ec2InstanceType
            self.instanceLimit = instanceLimit
            self.location = location
        }

        private enum CodingKeys: String, CodingKey {
            case currentInstances = "CurrentInstances"
            case ec2InstanceType = "EC2InstanceType"
            case instanceLimit = "InstanceLimit"
            case location = "Location"
        }
    }

    public struct Event: AWSDecodableShape {
        /// The number of times that this event occurred.
        public let count: Int64?
        /// The type of event being logged.   Fleet state transition events:    FLEET_CREATED -- A fleet resource was successfully created with a status of NEW. Event messaging includes the fleet ID.   FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. Amazon GameLift Servers is downloading the compressed build and running install scripts.   FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. Amazon GameLift Servers has successfully installed build and is now validating the build files.   FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. Amazon GameLift Servers has successfully verified the build files and is now launching a fleet instance.   FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. Amazon GameLift Servers is launching a game server process on the fleet instance and is testing its connectivity with the Amazon GameLift Servers service.   FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to ACTIVE. The fleet is now ready to host game sessions.   FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the fleet event message for more details.    Fleet creation events (ordered by fleet creation activity):    FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet instance.   FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully downloaded to an instance, and Amazon GameLift Serversis now extracting the build files from the uploaded build. Failure at this stage prevents a fleet from moving to ACTIVE status. Logs for this stage display a list of the files that are extracted and saved on the instance. Access the logs by using the URL in PreSignedLogUrl.   FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were successfully extracted, and Amazon GameLift Servers is now running the build's install script (if one is included). Failure in this stage prevents a fleet from moving to ACTIVE status. Logs for this stage list the installation steps and whether or not the install completed successfully. Access the logs by using the URL in PreSignedLogUrl.   FLEET_CREATION_COMPLETED_INSTALLER -- The game server build files were successfully installed and validation of the installation will begin soon.   FLEET_CREATION_FAILED_INSTALLER -- The installed failed while attempting to install the build files. This event indicates that the failure occurred before Amazon GameLift Servers could start validation.    FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, and the GameLift is now verifying that the game server launch paths, which are specified in the fleet's runtime configuration, exist. If any listed launch path exists, Amazon GameLift Servers tries to launch a game server process and waits for the process to report ready. Failures in this stage prevent a fleet from moving to ACTIVE status. Logs for this stage list the launch paths in the runtime configuration and indicate whether each is found. Access the logs by using the URL in PreSignedLogUrl.   FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime configuration failed because the executable specified in a launch path does not exist on the instance.   FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime configuration failed because the executable specified in a launch path failed to run on the fleet instance.   FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of creation timed out. Try fleet creation again.   FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete one of the steps in the fleet activation process. This event code indicates that the game build was successfully downloaded to a fleet instance, built, and validated, but was not able to start a server process. For more information, see Debug Fleet Creation Issues.   FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able to obtain any instances based on the input fleet attributes. Try again at a different time or choose a different combination of fleet attributes such as fleet type, instance type, etc.   FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet creation. Describe the fleet event message for more details.    VPC peering events:    FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established between the VPC for an Amazon GameLift Servers fleet and a VPC in your Amazon Web Services account.   FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. Event details and status information provide additional detail. A common reason for peering failure is that the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in your Amazon Web Services account. For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html    FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully deleted.    Spot instance events:    INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a two-minute notification.   INSTANCE_RECYCLED -- A spot instance was determined to have a high risk  of interruption and is scheduled to be recycled once it has no active  game sessions.    Server process events:    SERVER_PROCESS_INVALID_PATH -- The game server executable or script could not be found based on the Fleet runtime configuration. Check that the launch path is correct based on the operating system of the Fleet.   SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did not call InitSDK() within the time expected (5 minutes). Check your game session log to see why InitSDK() was not called in time. This event is not emitted for managed container fleets and Anywhere fleets unless they're deployed with the Amazon GameLift Servers Agent.   SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call ProcessReady() within the time expected  (5 minutes) after calling InitSDK(). Check your game session log to see why ProcessReady() was not called in time.   SERVER_PROCESS_CRASHED -- The server process exited without calling ProcessEnding(). Check your game session log to see why ProcessEnding() was not called.   SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report a valid health check for too long and was therefore terminated by GameLift. Check your game session log to see if the thread became stuck processing a synchronous task for too long.   SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly within the time expected after OnProcessTerminate() was sent. Check your game session log to see why termination took longer than expected.   SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit cleanly within the time expected (30 seconds) after calling ProcessEnding(). Check your game session log to see why termination took longer than expected.    Game session events:    GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within the expected time. Check your game session log to see why ActivateGameSession() took longer to complete than expected.    Other fleet events:    FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings (desired instances, minimum/maximum scaling limits). Event messaging includes the new capacity settings.   FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to the fleet's game session protection policy setting. Event messaging includes both the old and new policy setting.    FLEET_DELETED -- A request to delete a fleet was initiated.   GENERIC_EVENT -- An unspecified event has occurred.
        public let eventCode: EventCode?
        /// A unique identifier for a fleet event.
        public let eventId: String?
        /// Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let eventTime: Date?
        /// Additional information related to the event.
        public let message: String?
        /// Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift Servers console.
        public let preSignedLogUrl: String?
        /// A unique identifier for an event resource, such as a fleet ID.
        public let resourceId: String?

        @inlinable
        public init(count: Int64? = nil, eventCode: EventCode? = nil, eventId: String? = nil, eventTime: Date? = nil, message: String? = nil, preSignedLogUrl: String? = nil, resourceId: String? = nil) {
            self.count = count
            self.eventCode = eventCode
            self.eventId = eventId
            self.eventTime = eventTime
            self.message = message
            self.preSignedLogUrl = preSignedLogUrl
            self.resourceId = resourceId
        }

        private enum CodingKeys: String, CodingKey {
            case count = "Count"
            case eventCode = "EventCode"
            case eventId = "EventId"
            case eventTime = "EventTime"
            case message = "Message"
            case preSignedLogUrl = "PreSignedLogUrl"
            case resourceId = "ResourceId"
        }
    }

    public struct FilterConfiguration: AWSEncodableShape & AWSDecodableShape {
        ///  A list of locations to allow game session placement in, in the form of Amazon Web Services Region codes such as us-west-2.
        public let allowedLocations: [String]?

        @inlinable
        public init(allowedLocations: [String]? = nil) {
            self.allowedLocations = allowedLocations
        }

        public func validate(name: String) throws {
            try self.allowedLocations?.forEach {
                try validate($0, name: "allowedLocations[]", parent: name, max: 64)
                try validate($0, name: "allowedLocations[]", parent: name, min: 1)
                try validate($0, name: "allowedLocations[]", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            }
            try self.validate(self.allowedLocations, name: "allowedLocations", parent: name, max: 100)
            try self.validate(self.allowedLocations, name: "allowedLocations", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case allowedLocations = "AllowedLocations"
        }
    }

    public struct FleetAttributes: AWSDecodableShape {
        /// A set of attributes that are specific to an Anywhere fleet.
        public let anywhereConfiguration: AnywhereConfiguration?
        ///  The Amazon Resource Name (ARN) associated with the Amazon GameLift Servers build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value. This attribute is used with fleets where ComputeType is "EC2".
        public let buildArn: String?
        /// A unique identifier for the build resource that is deployed on instances in this fleet. This attribute is used with fleets where ComputeType is "EC2".
        public let buildId: String?
        /// Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet.  All instances in a fleet share the same certificate.
        public let certificateConfiguration: CertificateConfiguration?
        /// The type of compute resource used to host your game servers. You can use your own compute resources with Amazon GameLift Servers Anywhere or use Amazon EC2 instances with managed Amazon GameLift Servers.
        public let computeType: ComputeType?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// A human-readable description of the fleet.
        public let description: String?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.
        public let fleetArn: String?
        /// A unique identifier for the fleet.
        public let fleetId: String?
        /// Indicates whether the fleet uses On-Demand or Spot instances. For more information, see  On-Demand versus Spot Instances. This fleet property can't be changed after the fleet is created.
        public let fleetType: FleetType?
        /// A unique identifier for an IAM role that manages access to your Amazon Web Services services.  With an instance role ARN set, any application that runs on an instance in this fleet can assume the role,  including install scripts, server processes, and daemons (background processes). Create a role or look up a role's  ARN by using the IAM dashboard in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at   Access external resources from a game server. This attribute is used with fleets where ComputeType is EC2.
        public let instanceRoleArn: String?
        /// Indicates that fleet instances maintain a shared credentials file for the IAM role defined in InstanceRoleArn. Shared credentials allow applications that are deployed with the game server executable to communicate with other Amazon Web Services resources. This property is used only when the game server is integrated with the server SDK version 5.x. For more information about using shared credentials, see  Communicate with other Amazon Web Services resources from your fleets. This attribute is used with fleets where ComputeType is EC2.
        public let instanceRoleCredentialsProvider: InstanceRoleCredentialsProvider?
        /// The Amazon EC2 instance type that the fleet uses. Instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions. This attribute is used with fleets where ComputeType is EC2.
        public let instanceType: EC2InstanceType?
        ///  This parameter is no longer used. Game session log paths are now defined using the Amazon GameLift Servers server API ProcessReady() logParameters. See more information in the Server API Reference.
        public let logPaths: [String]?
        /// Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time. This attribute is used with fleets where ComputeType is EC2.
        public let metricGroups: [String]?
        /// A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
        public let name: String?
        /// The type of game session protection to set on all new instances that are started in the fleet. This attribute is used with fleets where ComputeType is EC2.    NoProtection -- The game session can be terminated during a scale-down event.    FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
        public let newGameSessionProtectionPolicy: ProtectionPolicy?
        /// The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet. This attribute is used with fleets where ComputeType is EC2.  Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in  the Amazon Linux 2 FAQs.  For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: OperatingSystem?
        public let resourceCreationLimitPolicy: ResourceCreationLimitPolicy?
        ///  The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.
        public let scriptArn: String?
        /// A unique identifier for the Realtime script resource that is deployed on instances in this fleet. This attribute is used with fleets where ComputeType is "EC2".
        public let scriptId: String?
        ///  This parameter is no longer used. Server launch parameters are now defined using the fleet's runtime configuration. Requests that use this parameter continue to be valid.
        public let serverLaunchParameters: String?
        ///  This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration. Requests that use this parameter continue to be valid.
        public let serverLaunchPath: String?
        /// Current status of the fleet. Possible fleet statuses include the following:   NEW -- A new fleet resource has been defined and Amazon GameLift Servers has started creating the fleet.  Desired instances is set to 1.    DOWNLOADING/VALIDATING/BUILDING -- Amazon GameLift Servers is download the game server build, running install scripts, and then validating the build files. When complete, Amazon GameLift Servers launches a fleet instance.    ACTIVATING -- Amazon GameLift Servers is launching a game server process and testing its connectivity with the Amazon GameLift Servers service.   ACTIVE -- The fleet is now ready to host game sessions.   ERROR -- An error occurred when downloading, validating, building, or activating the fleet.   DELETING -- Hosts are responding to a delete fleet request.   TERMINATED -- The fleet no longer exists.
        public let status: FleetStatus?
        /// A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling. This attribute is used with fleets where ComputeType is EC2.
        public let stoppedActions: [FleetAction]?
        /// A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let terminationTime: Date?

        @inlinable
        public init(anywhereConfiguration: AnywhereConfiguration? = nil, buildArn: String? = nil, buildId: String? = nil, certificateConfiguration: CertificateConfiguration? = nil, computeType: ComputeType? = nil, creationTime: Date? = nil, description: String? = nil, fleetArn: String? = nil, fleetId: String? = nil, fleetType: FleetType? = nil, instanceRoleArn: String? = nil, instanceRoleCredentialsProvider: InstanceRoleCredentialsProvider? = nil, instanceType: EC2InstanceType? = nil, logPaths: [String]? = nil, metricGroups: [String]? = nil, name: String? = nil, newGameSessionProtectionPolicy: ProtectionPolicy? = nil, operatingSystem: OperatingSystem? = nil, resourceCreationLimitPolicy: ResourceCreationLimitPolicy? = nil, scriptArn: String? = nil, scriptId: String? = nil, serverLaunchParameters: String? = nil, serverLaunchPath: String? = nil, status: FleetStatus? = nil, stoppedActions: [FleetAction]? = nil, terminationTime: Date? = nil) {
            self.anywhereConfiguration = anywhereConfiguration
            self.buildArn = buildArn
            self.buildId = buildId
            self.certificateConfiguration = certificateConfiguration
            self.computeType = computeType
            self.creationTime = creationTime
            self.description = description
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.fleetType = fleetType
            self.instanceRoleArn = instanceRoleArn
            self.instanceRoleCredentialsProvider = instanceRoleCredentialsProvider
            self.instanceType = instanceType
            self.logPaths = logPaths
            self.metricGroups = metricGroups
            self.name = name
            self.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy
            self.operatingSystem = operatingSystem
            self.resourceCreationLimitPolicy = resourceCreationLimitPolicy
            self.scriptArn = scriptArn
            self.scriptId = scriptId
            self.serverLaunchParameters = serverLaunchParameters
            self.serverLaunchPath = serverLaunchPath
            self.status = status
            self.stoppedActions = stoppedActions
            self.terminationTime = terminationTime
        }

        private enum CodingKeys: String, CodingKey {
            case anywhereConfiguration = "AnywhereConfiguration"
            case buildArn = "BuildArn"
            case buildId = "BuildId"
            case certificateConfiguration = "CertificateConfiguration"
            case computeType = "ComputeType"
            case creationTime = "CreationTime"
            case description = "Description"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case fleetType = "FleetType"
            case instanceRoleArn = "InstanceRoleArn"
            case instanceRoleCredentialsProvider = "InstanceRoleCredentialsProvider"
            case instanceType = "InstanceType"
            case logPaths = "LogPaths"
            case metricGroups = "MetricGroups"
            case name = "Name"
            case newGameSessionProtectionPolicy = "NewGameSessionProtectionPolicy"
            case operatingSystem = "OperatingSystem"
            case resourceCreationLimitPolicy = "ResourceCreationLimitPolicy"
            case scriptArn = "ScriptArn"
            case scriptId = "ScriptId"
            case serverLaunchParameters = "ServerLaunchParameters"
            case serverLaunchPath = "ServerLaunchPath"
            case status = "Status"
            case stoppedActions = "StoppedActions"
            case terminationTime = "TerminationTime"
        }
    }

    public struct FleetCapacity: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet associated with the location.
        public let fleetId: String?
        /// The number and status of game server container groups deployed in a container fleet.
        public let gameServerContainerGroupCounts: GameServerContainerGroupCounts?
        /// The current number of instances in the fleet, listed by instance status. Counts for pending and terminating instances might be non-zero if the fleet is adjusting to a scaling event or if access to resources is temporarily affected.
        public let instanceCounts: EC2InstanceCounts?
        /// The Amazon EC2 instance type that is used for instances in a fleet. Instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions.
        public let instanceType: EC2InstanceType?
        /// The fleet location for the instance count information, expressed as an Amazon Web Services Region code, such as us-west-2.
        public let location: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil, gameServerContainerGroupCounts: GameServerContainerGroupCounts? = nil, instanceCounts: EC2InstanceCounts? = nil, instanceType: EC2InstanceType? = nil, location: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.gameServerContainerGroupCounts = gameServerContainerGroupCounts
            self.instanceCounts = instanceCounts
            self.instanceType = instanceType
            self.location = location
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case gameServerContainerGroupCounts = "GameServerContainerGroupCounts"
            case instanceCounts = "InstanceCounts"
            case instanceType = "InstanceType"
            case location = "Location"
        }
    }

    public struct FleetDeployment: AWSDecodableShape {
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// Instructions for how to deploy updates to a container fleet and what actions to take if the deployment fails.
        public let deploymentConfiguration: DeploymentConfiguration?
        /// A unique identifier for the deployment.
        public let deploymentId: String?
        /// The status of fleet deployment activity in the location.     IN_PROGRESS -- The deployment is in progress.    IMPAIRED -- The deployment failed and the fleet has some impaired containers.     COMPLETE -- The deployment has completed successfully.    ROLLBACK_IN_PROGRESS -- The deployment failed and rollback has been initiated.    ROLLBACK_IN_COMPLETE -- The deployment failed and rollback has been completed.    CANCELLED -- The deployment was cancelled.
        public let deploymentStatus: DeploymentStatus?
        /// A unique identifier for the container fleet.
        public let fleetId: String?
        /// The unique identifier for the version of the game server container group definition that is being deployed.
        public let gameServerBinaryArn: String?
        /// The unique identifier for the version of the per-instance container group definition that is being deployed.
        public let perInstanceBinaryArn: String?
        /// The unique identifier for the version of the game server container group definition to roll back to if deployment fails. Amazon GameLift Servers sets this property to the container group definition version that the fleet used when it was last active.
        public let rollbackGameServerBinaryArn: String?
        /// The unique identifier for the version of the per-instance container group definition to roll back to if deployment fails. Amazon GameLift Servers sets this property to the container group definition version that the fleet used when it was last active.
        public let rollbackPerInstanceBinaryArn: String?

        @inlinable
        public init(creationTime: Date? = nil, deploymentConfiguration: DeploymentConfiguration? = nil, deploymentId: String? = nil, deploymentStatus: DeploymentStatus? = nil, fleetId: String? = nil, gameServerBinaryArn: String? = nil, perInstanceBinaryArn: String? = nil, rollbackGameServerBinaryArn: String? = nil, rollbackPerInstanceBinaryArn: String? = nil) {
            self.creationTime = creationTime
            self.deploymentConfiguration = deploymentConfiguration
            self.deploymentId = deploymentId
            self.deploymentStatus = deploymentStatus
            self.fleetId = fleetId
            self.gameServerBinaryArn = gameServerBinaryArn
            self.perInstanceBinaryArn = perInstanceBinaryArn
            self.rollbackGameServerBinaryArn = rollbackGameServerBinaryArn
            self.rollbackPerInstanceBinaryArn = rollbackPerInstanceBinaryArn
        }

        private enum CodingKeys: String, CodingKey {
            case creationTime = "CreationTime"
            case deploymentConfiguration = "DeploymentConfiguration"
            case deploymentId = "DeploymentId"
            case deploymentStatus = "DeploymentStatus"
            case fleetId = "FleetId"
            case gameServerBinaryArn = "GameServerBinaryArn"
            case perInstanceBinaryArn = "PerInstanceBinaryArn"
            case rollbackGameServerBinaryArn = "RollbackGameServerBinaryArn"
            case rollbackPerInstanceBinaryArn = "RollbackPerInstanceBinaryArn"
        }
    }

    public struct FleetUtilization: AWSDecodableShape {
        /// The number of active game sessions that are currently being hosted across all instances in the fleet location.
        public let activeGameSessionCount: Int?
        /// The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.
        public let activeServerProcessCount: Int?
        /// The number of active player sessions that are currently being hosted across all instances in the fleet location.
        public let currentPlayerSessionCount: Int?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet associated with the location.
        public let fleetId: String?
        /// The fleet location for the fleet utilization information, expressed as an Amazon Web Services Region code, such as us-west-2.
        public let location: String?
        /// The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.
        public let maximumPlayerSessionCount: Int?

        @inlinable
        public init(activeGameSessionCount: Int? = nil, activeServerProcessCount: Int? = nil, currentPlayerSessionCount: Int? = nil, fleetArn: String? = nil, fleetId: String? = nil, location: String? = nil, maximumPlayerSessionCount: Int? = nil) {
            self.activeGameSessionCount = activeGameSessionCount
            self.activeServerProcessCount = activeServerProcessCount
            self.currentPlayerSessionCount = currentPlayerSessionCount
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.location = location
            self.maximumPlayerSessionCount = maximumPlayerSessionCount
        }

        private enum CodingKeys: String, CodingKey {
            case activeGameSessionCount = "ActiveGameSessionCount"
            case activeServerProcessCount = "ActiveServerProcessCount"
            case currentPlayerSessionCount = "CurrentPlayerSessionCount"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case location = "Location"
            case maximumPlayerSessionCount = "MaximumPlayerSessionCount"
        }
    }

    public struct GameProperty: AWSEncodableShape & AWSDecodableShape {
        /// The game property identifier.
        public let key: String?
        /// The game property value.
        public let value: String?

        @inlinable
        public init(key: String? = nil, value: String? = nil) {
            self.key = key
            self.value = value
        }

        public func validate(name: String) throws {
            try self.validate(self.key, name: "key", parent: name, max: 32)
            try self.validate(self.value, name: "value", parent: name, max: 96)
        }

        private enum CodingKeys: String, CodingKey {
            case key = "Key"
            case value = "Value"
        }
    }

    public struct GameServer: AWSDecodableShape {
        /// Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During this time, game clients connect to the game server to start the game and trigger the game server to update its utilization status. After one minute, the game server claim status reverts to null.
        public let claimStatus: GameServerClaimStatus?
        /// The port and IP address that must be used to establish a client connection to the game server.
        public let connectionInfo: String?
        /// A set of custom game server properties, formatted as a single string value. This data  is passed to a game client or service when it requests information on game servers.
        public let gameServerData: String?
        /// The ARN identifier for the game server group where the game server is located.
        public let gameServerGroupArn: String?
        /// A unique identifier for the game server group where the game server is running.
        public let gameServerGroupName: String?
        /// A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
        public let gameServerId: String?
        /// The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs  use a 17-character format, for example: i-1234567890abcdef0.
        public let instanceId: String?
        /// Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value is used to calculate when a claimed game server's status should revert to null.
        public let lastClaimTime: Date?
        /// Timestamp that indicates the last time the game server was updated with health status. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). After game server registration, this property is only changed when a game server update specifies a health check value.
        public let lastHealthCheckTime: Date?
        /// Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let registrationTime: Date?
        /// Indicates whether the game server is currently available for new games or is busy. Possible statuses include:    AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains in this status until it reports game hosting activity.     UTILIZED - The game server is currently hosting a game session with players.
        public let utilizationStatus: GameServerUtilizationStatus?

        @inlinable
        public init(claimStatus: GameServerClaimStatus? = nil, connectionInfo: String? = nil, gameServerData: String? = nil, gameServerGroupArn: String? = nil, gameServerGroupName: String? = nil, gameServerId: String? = nil, instanceId: String? = nil, lastClaimTime: Date? = nil, lastHealthCheckTime: Date? = nil, registrationTime: Date? = nil, utilizationStatus: GameServerUtilizationStatus? = nil) {
            self.claimStatus = claimStatus
            self.connectionInfo = connectionInfo
            self.gameServerData = gameServerData
            self.gameServerGroupArn = gameServerGroupArn
            self.gameServerGroupName = gameServerGroupName
            self.gameServerId = gameServerId
            self.instanceId = instanceId
            self.lastClaimTime = lastClaimTime
            self.lastHealthCheckTime = lastHealthCheckTime
            self.registrationTime = registrationTime
            self.utilizationStatus = utilizationStatus
        }

        private enum CodingKeys: String, CodingKey {
            case claimStatus = "ClaimStatus"
            case connectionInfo = "ConnectionInfo"
            case gameServerData = "GameServerData"
            case gameServerGroupArn = "GameServerGroupArn"
            case gameServerGroupName = "GameServerGroupName"
            case gameServerId = "GameServerId"
            case instanceId = "InstanceId"
            case lastClaimTime = "LastClaimTime"
            case lastHealthCheckTime = "LastHealthCheckTime"
            case registrationTime = "RegistrationTime"
            case utilizationStatus = "UtilizationStatus"
        }
    }

    public struct GameServerContainerDefinition: AWSDecodableShape {
        /// The container definition identifier. Container names are unique within a container group definition.
        public let containerName: String?
        /// Indicates that the container relies on the status of other containers in the same container group during startup and shutdown sequences. A container might have dependencies on multiple containers.
        public let dependsOn: [ContainerDependency]?
        /// A set of environment variables that's passed to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.
        public let environmentOverride: [ContainerEnvironment]?
        /// The URI to the image that Amazon GameLift Servers uses when deploying this container to a container fleet. For a more specific identifier, see ResolvedImageDigest.
        public let imageUri: String?
        /// A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
        public let mountPoints: [ContainerMountPoint]?
        /// The set of ports that are available to bind to processes in the container. For example, a game server process requires a container port to allow game clients to connect to it. Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps these container ports to externally accessible connection ports, which are assigned as needed from the container fleet's ConnectionPortRange.
        public let portConfiguration: ContainerPortConfiguration?
        /// A unique and immutable identifier for the container image. The digest is a SHA 256 hash of the container image manifest.
        public let resolvedImageDigest: String?
        /// The Amazon GameLift Servers server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.
        public let serverSdkVersion: String?

        @inlinable
        public init(containerName: String? = nil, dependsOn: [ContainerDependency]? = nil, environmentOverride: [ContainerEnvironment]? = nil, imageUri: String? = nil, mountPoints: [ContainerMountPoint]? = nil, portConfiguration: ContainerPortConfiguration? = nil, resolvedImageDigest: String? = nil, serverSdkVersion: String? = nil) {
            self.containerName = containerName
            self.dependsOn = dependsOn
            self.environmentOverride = environmentOverride
            self.imageUri = imageUri
            self.mountPoints = mountPoints
            self.portConfiguration = portConfiguration
            self.resolvedImageDigest = resolvedImageDigest
            self.serverSdkVersion = serverSdkVersion
        }

        private enum CodingKeys: String, CodingKey {
            case containerName = "ContainerName"
            case dependsOn = "DependsOn"
            case environmentOverride = "EnvironmentOverride"
            case imageUri = "ImageUri"
            case mountPoints = "MountPoints"
            case portConfiguration = "PortConfiguration"
            case resolvedImageDigest = "ResolvedImageDigest"
            case serverSdkVersion = "ServerSdkVersion"
        }
    }

    public struct GameServerContainerDefinitionInput: AWSEncodableShape {
        /// A string that uniquely identifies the container definition within a container group.
        public let containerName: String?
        /// Establishes dependencies between this container and the status of other containers in the same container group. A container can have dependencies on multiple different containers.  You can use dependencies to establish a startup/shutdown sequence across the container group. For example, you might specify that ContainerB has a START dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.
        public let dependsOn: [ContainerDependency]?
        /// A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.
        public let environmentOverride: [ContainerEnvironment]?
        /// The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift Servers endpoints and quotas. You can use any of the following image URI formats:    Image ID only: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]    Image ID and digest: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]@[digest]    Image ID and tag: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]:[tag]
        public let imageUri: String?
        /// A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
        public let mountPoints: [ContainerMountPoint]?
        /// A set of ports that Amazon GameLift Servers can assign to processes in a container. The container port configuration must have enough ports for each container process that accepts inbound traffic connections. For example, a game server process requires a container port to allow game clients to connect to it. A container port configuration can have can have one or more container port ranges. Each range specifies starting and ending values as well as the supported network protocol. Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps each container port to an externally accessible connection port (see the container fleet property ConnectionPortRange).
        public let portConfiguration: ContainerPortConfiguration?
        /// The Amazon GameLift Servers server SDK version that the game server is integrated with. Only game servers using 5.2.0 or higher are compatible with container fleets.
        public let serverSdkVersion: String?

        @inlinable
        public init(containerName: String? = nil, dependsOn: [ContainerDependency]? = nil, environmentOverride: [ContainerEnvironment]? = nil, imageUri: String? = nil, mountPoints: [ContainerMountPoint]? = nil, portConfiguration: ContainerPortConfiguration? = nil, serverSdkVersion: String? = nil) {
            self.containerName = containerName
            self.dependsOn = dependsOn
            self.environmentOverride = environmentOverride
            self.imageUri = imageUri
            self.mountPoints = mountPoints
            self.portConfiguration = portConfiguration
            self.serverSdkVersion = serverSdkVersion
        }

        public func validate(name: String) throws {
            try self.validate(self.containerName, name: "containerName", parent: name, max: 128)
            try self.validate(self.containerName, name: "containerName", parent: name, min: 1)
            try self.validate(self.containerName, name: "containerName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$")
            try self.dependsOn?.forEach {
                try $0.validate(name: "\(name).dependsOn[]")
            }
            try self.validate(self.dependsOn, name: "dependsOn", parent: name, max: 10)
            try self.validate(self.dependsOn, name: "dependsOn", parent: name, min: 1)
            try self.environmentOverride?.forEach {
                try $0.validate(name: "\(name).environmentOverride[]")
            }
            try self.validate(self.environmentOverride, name: "environmentOverride", parent: name, max: 20)
            try self.validate(self.environmentOverride, name: "environmentOverride", parent: name, min: 1)
            try self.validate(self.imageUri, name: "imageUri", parent: name, max: 255)
            try self.validate(self.imageUri, name: "imageUri", parent: name, min: 1)
            try self.validate(self.imageUri, name: "imageUri", parent: name, pattern: "^[a-zA-Z0-9-_\\.@\\/:]+$")
            try self.mountPoints?.forEach {
                try $0.validate(name: "\(name).mountPoints[]")
            }
            try self.validate(self.mountPoints, name: "mountPoints", parent: name, max: 10)
            try self.validate(self.mountPoints, name: "mountPoints", parent: name, min: 1)
            try self.portConfiguration?.validate(name: "\(name).portConfiguration")
            try self.validate(self.serverSdkVersion, name: "serverSdkVersion", parent: name, max: 128)
            try self.validate(self.serverSdkVersion, name: "serverSdkVersion", parent: name, pattern: "^\\d+\\.\\d+\\.\\d+$")
        }

        private enum CodingKeys: String, CodingKey {
            case containerName = "ContainerName"
            case dependsOn = "DependsOn"
            case environmentOverride = "EnvironmentOverride"
            case imageUri = "ImageUri"
            case mountPoints = "MountPoints"
            case portConfiguration = "PortConfiguration"
            case serverSdkVersion = "ServerSdkVersion"
        }
    }

    public struct GameServerContainerGroupCounts: AWSDecodableShape {
        ///  The number of container groups that have active game sessions.
        public let active: Int?
        ///  The number of container groups that have no active game sessions.
        public let idle: Int?
        ///  The number of container groups that are starting up but haven't yet registered.
        public let pending: Int?
        ///  The number of container groups that are in the process of shutting down.
        public let terminating: Int?

        @inlinable
        public init(active: Int? = nil, idle: Int? = nil, pending: Int? = nil, terminating: Int? = nil) {
            self.active = active
            self.idle = idle
            self.pending = pending
            self.terminating = terminating
        }

        private enum CodingKeys: String, CodingKey {
            case active = "ACTIVE"
            case idle = "IDLE"
            case pending = "PENDING"
            case terminating = "TERMINATING"
        }
    }

    public struct GameServerGroup: AWSDecodableShape {
        /// A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group.
        public let autoScalingGroupArn: String?
        /// Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:    SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.    SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.    ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
        public let balancingStrategy: BalancingStrategy?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// A generated unique ID for the game server group.
        public let gameServerGroupArn: String?
        /// A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web Services account.
        public let gameServerGroupName: String?
        /// A flag that indicates whether instances in the game server group are protected  from early termination. Unprotected instances that have active game servers running might  be terminated during a scale-down event, causing players to be dropped from the game.  Protected instances cannot be terminated while there are active game servers running except  in the event of a forced game server group deletion (see ). An exception to this is with Spot  Instances, which can be terminated by Amazon Web Services regardless of protection status.
        public let gameServerProtectionPolicy: GameServerProtectionPolicy?
        /// The set of Amazon EC2 instance types that Amazon GameLift Servers FleetIQ can use when balancing and automatically scaling instances in the corresponding Auto Scaling group.
        public let instanceDefinitions: [InstanceDefinition]?
        /// A timestamp that indicates when this game server group was last updated.
        public let lastUpdatedTime: Date?
        /// The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.
        public let roleArn: String?
        /// The current status of the game server group. Possible statuses include:    NEW - Amazon GameLift Servers FleetIQ has validated the CreateGameServerGroup() request.     ACTIVATING - Amazon GameLift Servers FleetIQ is setting up a game server group, which includes creating an Auto Scaling group in your Amazon Web Services account.     ACTIVE - The game server group has been successfully created.     DELETE_SCHEDULED - A request to delete the game server group has been received.     DELETING - Amazon GameLift Servers FleetIQ has received a valid DeleteGameServerGroup() request and is processing it. Amazon GameLift Servers FleetIQ must first complete and release hosts before it deletes the Auto Scaling group and the game server group.     DELETED - The game server group has been successfully deleted.     ERROR - The asynchronous processes of activating or deleting a game server group has failed, resulting in an error state.
        public let status: GameServerGroupStatus?
        /// Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.
        public let statusReason: String?
        /// A list of activities that are currently suspended for this game server group. If this property is empty, all activities are occurring.
        public let suspendedActions: [GameServerGroupAction]?

        @inlinable
        public init(autoScalingGroupArn: String? = nil, balancingStrategy: BalancingStrategy? = nil, creationTime: Date? = nil, gameServerGroupArn: String? = nil, gameServerGroupName: String? = nil, gameServerProtectionPolicy: GameServerProtectionPolicy? = nil, instanceDefinitions: [InstanceDefinition]? = nil, lastUpdatedTime: Date? = nil, roleArn: String? = nil, status: GameServerGroupStatus? = nil, statusReason: String? = nil, suspendedActions: [GameServerGroupAction]? = nil) {
            self.autoScalingGroupArn = autoScalingGroupArn
            self.balancingStrategy = balancingStrategy
            self.creationTime = creationTime
            self.gameServerGroupArn = gameServerGroupArn
            self.gameServerGroupName = gameServerGroupName
            self.gameServerProtectionPolicy = gameServerProtectionPolicy
            self.instanceDefinitions = instanceDefinitions
            self.lastUpdatedTime = lastUpdatedTime
            self.roleArn = roleArn
            self.status = status
            self.statusReason = statusReason
            self.suspendedActions = suspendedActions
        }

        private enum CodingKeys: String, CodingKey {
            case autoScalingGroupArn = "AutoScalingGroupArn"
            case balancingStrategy = "BalancingStrategy"
            case creationTime = "CreationTime"
            case gameServerGroupArn = "GameServerGroupArn"
            case gameServerGroupName = "GameServerGroupName"
            case gameServerProtectionPolicy = "GameServerProtectionPolicy"
            case instanceDefinitions = "InstanceDefinitions"
            case lastUpdatedTime = "LastUpdatedTime"
            case roleArn = "RoleArn"
            case status = "Status"
            case statusReason = "StatusReason"
            case suspendedActions = "SuspendedActions"
        }
    }

    public struct GameServerGroupAutoScalingPolicy: AWSEncodableShape {
        /// Length of time, in seconds, it takes for a new instance to start new game server processes and register with Amazon GameLift Servers FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.
        public let estimatedInstanceWarmup: Int?
        /// Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the Amazon GameLift Servers FleetIQ metric "PercentUtilizedGameServers" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.
        public let targetTrackingConfiguration: TargetTrackingConfiguration?

        @inlinable
        public init(estimatedInstanceWarmup: Int? = nil, targetTrackingConfiguration: TargetTrackingConfiguration? = nil) {
            self.estimatedInstanceWarmup = estimatedInstanceWarmup
            self.targetTrackingConfiguration = targetTrackingConfiguration
        }

        public func validate(name: String) throws {
            try self.validate(self.estimatedInstanceWarmup, name: "estimatedInstanceWarmup", parent: name, min: 1)
            try self.targetTrackingConfiguration?.validate(name: "\(name).targetTrackingConfiguration")
        }

        private enum CodingKeys: String, CodingKey {
            case estimatedInstanceWarmup = "EstimatedInstanceWarmup"
            case targetTrackingConfiguration = "TargetTrackingConfiguration"
        }
    }

    public struct GameServerInstance: AWSDecodableShape {
        /// A generated unique identifier for the game server group that includes the game server instance.
        public let gameServerGroupArn: String?
        /// A developer-defined identifier for the game server group that includes the game server instance. The name is unique for each Region in each Amazon Web Services account.
        public let gameServerGroupName: String?
        /// The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs  use a 17-character format, for example: i-1234567890abcdef0.
        public let instanceId: String?
        /// Current status of the game server instance
        public let instanceStatus: GameServerInstanceStatus?

        @inlinable
        public init(gameServerGroupArn: String? = nil, gameServerGroupName: String? = nil, instanceId: String? = nil, instanceStatus: GameServerInstanceStatus? = nil) {
            self.gameServerGroupArn = gameServerGroupArn
            self.gameServerGroupName = gameServerGroupName
            self.instanceId = instanceId
            self.instanceStatus = instanceStatus
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupArn = "GameServerGroupArn"
            case gameServerGroupName = "GameServerGroupName"
            case instanceId = "InstanceId"
            case instanceStatus = "InstanceStatus"
        }
    }

    public struct GameSession: AWSDecodableShape {
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// A unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that limits the number of game sessions a player can create.
        public let creatorId: String?
        /// Number of players currently in the game session.
        public let currentPlayerSessionCount: Int?
        /// The DNS identifier assigned to the instance that is running the game session. Values have the following format:   TLS-enabled fleets: ..amazongamelift.com.   Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)   When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
        public let dnsName: String?
        /// The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.
        public let fleetArn: String?
        /// A unique identifier for the fleet that the game session is running on.
        public let fleetId: String?
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.
        public let gameProperties: [GameProperty]?
        /// A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.
        public let gameSessionData: String?
        /// A unique identifier for the game session. A game session ARN has the following format:  arn:aws:gamelift:::gamesession//.
        public let gameSessionId: String?
        /// The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
        public let ipAddress: String?
        /// The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an Amazon Web Services Region code such as us-west-2.
        public let location: String?
        /// Information about the matchmaking process that resulted in the game session, if matchmaking was used. Data is in JSON syntax, formatted as a string. Information includes the matchmaker ID as well as player attributes and team assignments. For more details on matchmaker data, see Match Data. Matchmaker data is updated whenever new players are added during a successful backfill (see StartMatchBackfill).
        public let matchmakerData: String?
        /// The maximum number of players that can be connected simultaneously to the game session.
        public let maximumPlayerSessionCount: Int?
        /// A descriptive label that is associated with a game session. Session names do not need to be unique.
        public let name: String?
        /// Indicates whether the game session is accepting new players.
        public let playerSessionCreationPolicy: PlayerSessionCreationPolicy?
        /// The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
        public let port: Int?
        /// Current status of the game session. A game session must have an ACTIVE status to have player sessions.
        public let status: GameSessionStatus?
        /// Provides additional information about game session status.     INTERRUPTED -- The game session was hosted on an EC2 Spot instance that was reclaimed, causing the active game session to be stopped.    TRIGGERED_ON_PROCESS_TERMINATE – The game session was stopped by calling TerminateGameSession with the termination mode TRIGGER_ON_PROCESS_TERMINATE.     FORCE_TERMINATED – The game session was stopped by calling TerminateGameSession with the termination mode FORCE_TERMINATE.
        public let statusReason: GameSessionStatusReason?
        /// A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let terminationTime: Date?

        @inlinable
        public init(creationTime: Date? = nil, creatorId: String? = nil, currentPlayerSessionCount: Int? = nil, dnsName: String? = nil, fleetArn: String? = nil, fleetId: String? = nil, gameProperties: [GameProperty]? = nil, gameSessionData: String? = nil, gameSessionId: String? = nil, ipAddress: String? = nil, location: String? = nil, matchmakerData: String? = nil, maximumPlayerSessionCount: Int? = nil, name: String? = nil, playerSessionCreationPolicy: PlayerSessionCreationPolicy? = nil, port: Int? = nil, status: GameSessionStatus? = nil, statusReason: GameSessionStatusReason? = nil, terminationTime: Date? = nil) {
            self.creationTime = creationTime
            self.creatorId = creatorId
            self.currentPlayerSessionCount = currentPlayerSessionCount
            self.dnsName = dnsName
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.gameProperties = gameProperties
            self.gameSessionData = gameSessionData
            self.gameSessionId = gameSessionId
            self.ipAddress = ipAddress
            self.location = location
            self.matchmakerData = matchmakerData
            self.maximumPlayerSessionCount = maximumPlayerSessionCount
            self.name = name
            self.playerSessionCreationPolicy = playerSessionCreationPolicy
            self.port = port
            self.status = status
            self.statusReason = statusReason
            self.terminationTime = terminationTime
        }

        private enum CodingKeys: String, CodingKey {
            case creationTime = "CreationTime"
            case creatorId = "CreatorId"
            case currentPlayerSessionCount = "CurrentPlayerSessionCount"
            case dnsName = "DnsName"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case gameProperties = "GameProperties"
            case gameSessionData = "GameSessionData"
            case gameSessionId = "GameSessionId"
            case ipAddress = "IpAddress"
            case location = "Location"
            case matchmakerData = "MatchmakerData"
            case maximumPlayerSessionCount = "MaximumPlayerSessionCount"
            case name = "Name"
            case playerSessionCreationPolicy = "PlayerSessionCreationPolicy"
            case port = "Port"
            case status = "Status"
            case statusReason = "StatusReason"
            case terminationTime = "TerminationTime"
        }
    }

    public struct GameSessionConnectionInfo: AWSDecodableShape {
        /// The DNS identifier assigned to the instance that is running the game session. Values have the following format:   TLS-enabled fleets: ..amazongamelift.com.   Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)   When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
        public let dnsName: String?
        /// A unique identifier for the game session. Use the game session ID.
        public let gameSessionArn: String?
        /// The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
        public let ipAddress: String?
        /// A collection of player session IDs, one for each player ID that was included in the original matchmaking request.
        public let matchedPlayerSessions: [MatchedPlayerSession]?
        /// The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
        public let port: Int?

        @inlinable
        public init(dnsName: String? = nil, gameSessionArn: String? = nil, ipAddress: String? = nil, matchedPlayerSessions: [MatchedPlayerSession]? = nil, port: Int? = nil) {
            self.dnsName = dnsName
            self.gameSessionArn = gameSessionArn
            self.ipAddress = ipAddress
            self.matchedPlayerSessions = matchedPlayerSessions
            self.port = port
        }

        private enum CodingKeys: String, CodingKey {
            case dnsName = "DnsName"
            case gameSessionArn = "GameSessionArn"
            case ipAddress = "IpAddress"
            case matchedPlayerSessions = "MatchedPlayerSessions"
            case port = "Port"
        }
    }

    public struct GameSessionCreationLimitPolicy: AWSEncodableShape & AWSDecodableShape {
        /// A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources. The policy evaluates when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.
        public let newGameSessionsPerCreator: Int?
        /// The time span used in evaluating the resource creation limit policy.
        public let policyPeriodInMinutes: Int?

        @inlinable
        public init(newGameSessionsPerCreator: Int? = nil, policyPeriodInMinutes: Int? = nil) {
            self.newGameSessionsPerCreator = newGameSessionsPerCreator
            self.policyPeriodInMinutes = policyPeriodInMinutes
        }

        public func validate(name: String) throws {
            try self.validate(self.newGameSessionsPerCreator, name: "newGameSessionsPerCreator", parent: name, min: 0)
            try self.validate(self.policyPeriodInMinutes, name: "policyPeriodInMinutes", parent: name, min: 0)
        }

        private enum CodingKeys: String, CodingKey {
            case newGameSessionsPerCreator = "NewGameSessionsPerCreator"
            case policyPeriodInMinutes = "PolicyPeriodInMinutes"
        }
    }

    public struct GameSessionDetail: AWSDecodableShape {
        /// Object that describes a game session.
        public let gameSession: GameSession?
        /// Current status of protection for the game session.    NoProtection -- The game session can be terminated during a scale-down event.    FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
        public let protectionPolicy: ProtectionPolicy?

        @inlinable
        public init(gameSession: GameSession? = nil, protectionPolicy: ProtectionPolicy? = nil) {
            self.gameSession = gameSession
            self.protectionPolicy = protectionPolicy
        }

        private enum CodingKeys: String, CodingKey {
            case gameSession = "GameSession"
            case protectionPolicy = "ProtectionPolicy"
        }
    }

    public struct GameSessionPlacement: AWSDecodableShape {
        /// The DNS identifier assigned to the instance that is running the game session. Values have the following format:   TLS-enabled fleets: ..amazongamelift.com.   Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)   When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
        public let dnsName: String?
        /// Time stamp indicating when this request was completed, canceled, or timed out.
        public let endTime: Date?
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.
        public let gameProperties: [GameProperty]?
        /// Identifier for the game session created by this placement request. This identifier is unique across all Regions. This value isn't final until placement status is FULFILLED.
        public let gameSessionArn: String?
        /// A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.
        public let gameSessionData: String?
        /// A unique identifier for the game session. This value isn't final until placement status is FULFILLED.
        public let gameSessionId: String?
        /// A descriptive label that is associated with a game session. Session names do not need to be unique.
        public let gameSessionName: String?
        /// A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
        public let gameSessionQueueName: String?
        /// Name of the Region where the game session created by this placement request is running. This value isn't final until placement status is FULFILLED.
        public let gameSessionRegion: String?
        /// The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.
        public let ipAddress: String?
        /// Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It identifies the matchmaking configuration used to create the match, and contains data on all players assigned to the match, including player attributes and team assignments. For more details on matchmaker data, see Match Data.
        public let matchmakerData: String?
        /// The maximum number of players that can be connected simultaneously to the game session.
        public let maximumPlayerSessionCount: Int?
        /// A collection of information on player sessions created in response to the game session placement request. These player sessions are created only after a new game session is successfully placed (placement status is FULFILLED). This information includes the player ID, provided in the placement request, and a corresponding player session ID.
        public let placedPlayerSessions: [PlacedPlayerSession]?
        /// A unique identifier for a game session placement.
        public let placementId: String?
        /// A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions.
        public let playerLatencies: [PlayerLatency]?
        /// The port number for the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number. This value isn't final until placement status is FULFILLED.
        public let port: Int?
        /// An alternative priority list of locations that's included with a game session placement request. When provided, the list overrides a queue's location order list for this game session placement request only. The list might include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). The fallback strategy tells Amazon GameLift Servers what action to take (if any) in the event that it failed to place a new game session.
        public let priorityConfigurationOverride: PriorityConfigurationOverride?
        /// Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let startTime: Date?
        /// Current status of the game session placement request.    PENDING -- The placement request is  in the queue waiting to be processed. Game session properties are not yet final.     FULFILLED -- A new game session has been  successfully placed. Game session properties are now final.    CANCELLED -- The placement request was canceled.    TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can resubmit the placement request as needed.    FAILED -- Amazon GameLift Servers is not able to complete the process of placing the game session. Common reasons are the game session terminated before the placement process was completed, or an unexpected internal error.
        public let status: GameSessionPlacementState?

        @inlinable
        public init(dnsName: String? = nil, endTime: Date? = nil, gameProperties: [GameProperty]? = nil, gameSessionArn: String? = nil, gameSessionData: String? = nil, gameSessionId: String? = nil, gameSessionName: String? = nil, gameSessionQueueName: String? = nil, gameSessionRegion: String? = nil, ipAddress: String? = nil, matchmakerData: String? = nil, maximumPlayerSessionCount: Int? = nil, placedPlayerSessions: [PlacedPlayerSession]? = nil, placementId: String? = nil, playerLatencies: [PlayerLatency]? = nil, port: Int? = nil, priorityConfigurationOverride: PriorityConfigurationOverride? = nil, startTime: Date? = nil, status: GameSessionPlacementState? = nil) {
            self.dnsName = dnsName
            self.endTime = endTime
            self.gameProperties = gameProperties
            self.gameSessionArn = gameSessionArn
            self.gameSessionData = gameSessionData
            self.gameSessionId = gameSessionId
            self.gameSessionName = gameSessionName
            self.gameSessionQueueName = gameSessionQueueName
            self.gameSessionRegion = gameSessionRegion
            self.ipAddress = ipAddress
            self.matchmakerData = matchmakerData
            self.maximumPlayerSessionCount = maximumPlayerSessionCount
            self.placedPlayerSessions = placedPlayerSessions
            self.placementId = placementId
            self.playerLatencies = playerLatencies
            self.port = port
            self.priorityConfigurationOverride = priorityConfigurationOverride
            self.startTime = startTime
            self.status = status
        }

        private enum CodingKeys: String, CodingKey {
            case dnsName = "DnsName"
            case endTime = "EndTime"
            case gameProperties = "GameProperties"
            case gameSessionArn = "GameSessionArn"
            case gameSessionData = "GameSessionData"
            case gameSessionId = "GameSessionId"
            case gameSessionName = "GameSessionName"
            case gameSessionQueueName = "GameSessionQueueName"
            case gameSessionRegion = "GameSessionRegion"
            case ipAddress = "IpAddress"
            case matchmakerData = "MatchmakerData"
            case maximumPlayerSessionCount = "MaximumPlayerSessionCount"
            case placedPlayerSessions = "PlacedPlayerSessions"
            case placementId = "PlacementId"
            case playerLatencies = "PlayerLatencies"
            case port = "Port"
            case priorityConfigurationOverride = "PriorityConfigurationOverride"
            case startTime = "StartTime"
            case status = "Status"
        }
    }

    public struct GameSessionQueue: AWSDecodableShape {
        ///  Information that is added to all events that are related to this game session queue.
        public let customEventData: String?
        /// A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.  Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
        public let destinations: [GameSessionQueueDestination]?
        /// A list of locations where a queue is allowed to place new game sessions. Locations  are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is  not set, game sessions can be placed in any queue location.
        public let filterConfiguration: FilterConfiguration?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. In a Amazon GameLift Servers game session queue ARN, the resource ID matches the Name value.
        public let gameSessionQueueArn: String?
        /// A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
        public let name: String?
        /// An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
        public let notificationTarget: String?
        /// A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests.
        /// 	Use multiple policies to gradually relax the cap over time if Amazon GameLift Servers can't make a placement.
        /// 	    Policies are evaluated in order starting with the lowest maximum latency value.
        public let playerLatencyPolicies: [PlayerLatencyPolicy]?
        /// Custom settings to use when prioritizing destinations and locations for game session placements. This  configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly  named will be automatically applied at the end of the prioritization process.
        public let priorityConfiguration: PriorityConfiguration?
        /// The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
        public let timeoutInSeconds: Int?

        @inlinable
        public init(customEventData: String? = nil, destinations: [GameSessionQueueDestination]? = nil, filterConfiguration: FilterConfiguration? = nil, gameSessionQueueArn: String? = nil, name: String? = nil, notificationTarget: String? = nil, playerLatencyPolicies: [PlayerLatencyPolicy]? = nil, priorityConfiguration: PriorityConfiguration? = nil, timeoutInSeconds: Int? = nil) {
            self.customEventData = customEventData
            self.destinations = destinations
            self.filterConfiguration = filterConfiguration
            self.gameSessionQueueArn = gameSessionQueueArn
            self.name = name
            self.notificationTarget = notificationTarget
            self.playerLatencyPolicies = playerLatencyPolicies
            self.priorityConfiguration = priorityConfiguration
            self.timeoutInSeconds = timeoutInSeconds
        }

        private enum CodingKeys: String, CodingKey {
            case customEventData = "CustomEventData"
            case destinations = "Destinations"
            case filterConfiguration = "FilterConfiguration"
            case gameSessionQueueArn = "GameSessionQueueArn"
            case name = "Name"
            case notificationTarget = "NotificationTarget"
            case playerLatencyPolicies = "PlayerLatencyPolicies"
            case priorityConfiguration = "PriorityConfiguration"
            case timeoutInSeconds = "TimeoutInSeconds"
        }
    }

    public struct GameSessionQueueDestination: AWSEncodableShape & AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.
        public let destinationArn: String?

        @inlinable
        public init(destinationArn: String? = nil) {
            self.destinationArn = destinationArn
        }

        public func validate(name: String) throws {
            try self.validate(self.destinationArn, name: "destinationArn", parent: name, max: 512)
            try self.validate(self.destinationArn, name: "destinationArn", parent: name, min: 1)
            try self.validate(self.destinationArn, name: "destinationArn", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case destinationArn = "DestinationArn"
        }
    }

    public struct GetComputeAccessInput: AWSEncodableShape {
        /// A unique identifier for the compute resource that you want to connect to. For an EC2 fleet, use an instance ID. For a managed container fleet, use a compute name. You can retrieve a fleet's compute names by calling ListCompute.
        public let computeName: String?
        /// A unique identifier for the fleet that holds the compute resource that you want to connect to. You can use either the fleet ID or ARN value.
        public let fleetId: String?

        @inlinable
        public init(computeName: String? = nil, fleetId: String? = nil) {
            self.computeName = computeName
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.computeName, name: "computeName", parent: name, max: 1024)
            try self.validate(self.computeName, name: "computeName", parent: name, pattern: "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$|^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case computeName = "ComputeName"
            case fleetId = "FleetId"
        }
    }

    public struct GetComputeAccessOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift Servers compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let computeArn: String?
        /// The identifier of the compute resource to be accessed.  This value might be either a compute name or an instance ID.
        public let computeName: String?
        /// For a managed container fleet, a list of containers on the compute. Use the container runtime ID with Docker commands to connect to a specific container.
        public let containerIdentifiers: [ContainerIdentifier]?
        /// A set of temporary Amazon Web Services credentials for use when connecting to the compute resource with Amazon EC2 Systems Manager (SSM).
        public let credentials: AwsCredentials?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// The ID of the fleet that holds the compute resource to be accessed.
        public let fleetId: String?
        /// The instance ID where the compute resource is running.
        public let target: String?

        @inlinable
        public init(computeArn: String? = nil, computeName: String? = nil, containerIdentifiers: [ContainerIdentifier]? = nil, credentials: AwsCredentials? = nil, fleetArn: String? = nil, fleetId: String? = nil, target: String? = nil) {
            self.computeArn = computeArn
            self.computeName = computeName
            self.containerIdentifiers = containerIdentifiers
            self.credentials = credentials
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.target = target
        }

        private enum CodingKeys: String, CodingKey {
            case computeArn = "ComputeArn"
            case computeName = "ComputeName"
            case containerIdentifiers = "ContainerIdentifiers"
            case credentials = "Credentials"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case target = "Target"
        }
    }

    public struct GetComputeAuthTokenInput: AWSEncodableShape {
        /// The name of the compute resource you are requesting the authentication token for. For an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use the instance ID.
        public let computeName: String?
        /// A unique identifier for the fleet that the compute is registered to.
        public let fleetId: String?

        @inlinable
        public init(computeName: String? = nil, fleetId: String? = nil) {
            self.computeName = computeName
            self.fleetId = fleetId
        }

        public func validate(name: String) throws {
            try self.validate(self.computeName, name: "computeName", parent: name, max: 1024)
            try self.validate(self.computeName, name: "computeName", parent: name, pattern: "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$|^arn:.*:compute\\/[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case computeName = "ComputeName"
            case fleetId = "FleetId"
        }
    }

    public struct GetComputeAuthTokenOutput: AWSDecodableShape {
        /// A valid temporary authentication token.
        public let authToken: String?
        /// The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift Servers compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let computeArn: String?
        /// The name of the compute resource that the authentication token is issued to.
        public let computeName: String?
        /// The amount of time until the authentication token is no longer valid.
        public let expirationTimestamp: Date?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that the compute is registered to.
        public let fleetId: String?

        @inlinable
        public init(authToken: String? = nil, computeArn: String? = nil, computeName: String? = nil, expirationTimestamp: Date? = nil, fleetArn: String? = nil, fleetId: String? = nil) {
            self.authToken = authToken
            self.computeArn = computeArn
            self.computeName = computeName
            self.expirationTimestamp = expirationTimestamp
            self.fleetArn = fleetArn
            self.fleetId = fleetId
        }

        private enum CodingKeys: String, CodingKey {
            case authToken = "AuthToken"
            case computeArn = "ComputeArn"
            case computeName = "ComputeName"
            case expirationTimestamp = "ExpirationTimestamp"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
        }
    }

    public struct GetGameSessionLogUrlInput: AWSEncodableShape {
        /// A unique identifier for the game session to get logs for.
        public let gameSessionId: String?

        @inlinable
        public init(gameSessionId: String? = nil) {
            self.gameSessionId = gameSessionId
        }

        public func validate(name: String) throws {
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionId = "GameSessionId"
        }
    }

    public struct GetGameSessionLogUrlOutput: AWSDecodableShape {
        /// Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.
        public let preSignedUrl: String?

        @inlinable
        public init(preSignedUrl: String? = nil) {
            self.preSignedUrl = preSignedUrl
        }

        private enum CodingKeys: String, CodingKey {
            case preSignedUrl = "PreSignedUrl"
        }
    }

    public struct GetInstanceAccessInput: AWSEncodableShape {
        /// A unique identifier for the fleet that contains the instance you want to access. You can request access to instances in EC2 fleets with the following statuses: ACTIVATING, ACTIVE, or ERROR. Use either a fleet ID or an ARN value.   You can access fleets in ERROR status for a short period of time before Amazon GameLift Servers deletes them.
        public let fleetId: String?
        /// A unique identifier for the instance you want to access. You can access an instance in any status.
        public let instanceId: String?

        @inlinable
        public init(fleetId: String? = nil, instanceId: String? = nil) {
            self.fleetId = fleetId
            self.instanceId = instanceId
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.instanceId, name: "instanceId", parent: name, pattern: "^[a-zA-Z0-9\\.-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case instanceId = "InstanceId"
        }
    }

    public struct GetInstanceAccessOutput: AWSDecodableShape {
        /// The connection information for a fleet instance, including IP address and access credentials.
        public let instanceAccess: InstanceAccess?

        @inlinable
        public init(instanceAccess: InstanceAccess? = nil) {
            self.instanceAccess = instanceAccess
        }

        private enum CodingKeys: String, CodingKey {
            case instanceAccess = "InstanceAccess"
        }
    }

    public struct Instance: AWSDecodableShape {
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// The DNS identifier assigned to the instance that is running the game session. Values have the following format:   TLS-enabled fleets: ..amazongamelift.com.   Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)   When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
        public let dnsName: String?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that the instance belongs to.
        public let fleetId: String?
        /// A unique identifier for the instance.
        public let instanceId: String?
        /// IP address that is assigned to the instance.
        public let ipAddress: String?
        /// The fleet location of the instance, expressed as an Amazon Web Services Region code, such as us-west-2.
        public let location: String?
        /// Operating system that is running on this EC2 instance.   Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in  the Amazon Linux 2 FAQs.  For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: OperatingSystem?
        /// Current status of the instance. Possible statuses include the following:    PENDING -- The instance is in the process of being created and launching server processes as defined in the fleet's run-time configuration.     ACTIVE -- The instance has been successfully created and at least one server process has successfully launched and reported back to Amazon GameLift Servers that it is ready to host a game session. The instance is now considered ready to host game sessions.     TERMINATING -- The instance is in the process of shutting down. This may happen to reduce capacity during a scaling down event or to recycle resources in the event of a problem.
        public let status: InstanceStatus?
        /// EC2 instance type that defines the computing resources of this instance.
        public let type: EC2InstanceType?

        @inlinable
        public init(creationTime: Date? = nil, dnsName: String? = nil, fleetArn: String? = nil, fleetId: String? = nil, instanceId: String? = nil, ipAddress: String? = nil, location: String? = nil, operatingSystem: OperatingSystem? = nil, status: InstanceStatus? = nil, type: EC2InstanceType? = nil) {
            self.creationTime = creationTime
            self.dnsName = dnsName
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.instanceId = instanceId
            self.ipAddress = ipAddress
            self.location = location
            self.operatingSystem = operatingSystem
            self.status = status
            self.type = type
        }

        private enum CodingKeys: String, CodingKey {
            case creationTime = "CreationTime"
            case dnsName = "DnsName"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case instanceId = "InstanceId"
            case ipAddress = "IpAddress"
            case location = "Location"
            case operatingSystem = "OperatingSystem"
            case status = "Status"
            case type = "Type"
        }
    }

    public struct InstanceAccess: AWSDecodableShape {
        /// Security credentials that are required to access the instance.
        public let credentials: InstanceCredentials?
        /// A unique identifier for the fleet containing the instance to be accessed.
        public let fleetId: String?
        /// A unique identifier for the instance to be accessed.
        public let instanceId: String?
        /// IP address assigned to the instance.
        public let ipAddress: String?
        /// Operating system that is running on the instance.
        public let operatingSystem: OperatingSystem?

        @inlinable
        public init(credentials: InstanceCredentials? = nil, fleetId: String? = nil, instanceId: String? = nil, ipAddress: String? = nil, operatingSystem: OperatingSystem? = nil) {
            self.credentials = credentials
            self.fleetId = fleetId
            self.instanceId = instanceId
            self.ipAddress = ipAddress
            self.operatingSystem = operatingSystem
        }

        private enum CodingKeys: String, CodingKey {
            case credentials = "Credentials"
            case fleetId = "FleetId"
            case instanceId = "InstanceId"
            case ipAddress = "IpAddress"
            case operatingSystem = "OperatingSystem"
        }
    }

    public struct InstanceCredentials: AWSDecodableShape {
        /// Secret string. For Windows instances, the secret is a password for use with Windows Remote Desktop. For Linux instances, it's a private key for use with SSH.
        public let secret: String?
        /// A user name for logging in.
        public let userName: String?

        @inlinable
        public init(secret: String? = nil, userName: String? = nil) {
            self.secret = secret
            self.userName = userName
        }

        private enum CodingKeys: String, CodingKey {
            case secret = "Secret"
            case userName = "UserName"
        }
    }

    public struct InstanceDefinition: AWSEncodableShape & AWSDecodableShape {
        /// An Amazon EC2 instance type designation.
        public let instanceType: GameServerGroupInstanceType?
        /// Instance weighting that indicates how much this instance type contributes to the total capacity of a game server group. Instance weights are used by Amazon GameLift Servers FleetIQ to calculate the instance type's cost per unit hour and better identify the most cost-effective options. For detailed information on weighting instance capacity, see Instance Weighting in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value is "1".
        public let weightedCapacity: String?

        @inlinable
        public init(instanceType: GameServerGroupInstanceType? = nil, weightedCapacity: String? = nil) {
            self.instanceType = instanceType
            self.weightedCapacity = weightedCapacity
        }

        public func validate(name: String) throws {
            try self.validate(self.weightedCapacity, name: "weightedCapacity", parent: name, max: 3)
            try self.validate(self.weightedCapacity, name: "weightedCapacity", parent: name, min: 1)
            try self.validate(self.weightedCapacity, name: "weightedCapacity", parent: name, pattern: "^[\\u0031-\\u0039][\\u0030-\\u0039]{0,2}$")
        }

        private enum CodingKeys: String, CodingKey {
            case instanceType = "InstanceType"
            case weightedCapacity = "WeightedCapacity"
        }
    }

    public struct IpPermission: AWSEncodableShape & AWSDecodableShape {
        /// A starting value for a range of allowed port numbers. For fleets using Linux builds, only ports 22 and 1026-60000 are valid. For fleets using Windows builds, only ports 1026-60000 are valid.
        public let fromPort: Int?
        /// A range of allowed IP addresses. This value must be expressed in CIDR notation. Example: "000.000.000.000/[subnet mask]" or optionally the shortened version "0.0.0.0/[subnet mask]".
        public let ipRange: String?
        /// The network communication protocol used by the fleet.
        public let `protocol`: IpProtocol?
        /// An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be equal to or greater than FromPort. For fleets using Linux builds, only ports 22 and 1026-60000 are valid. For fleets using Windows builds, only ports 1026-60000 are valid.
        public let toPort: Int?

        @inlinable
        public init(fromPort: Int? = nil, ipRange: String? = nil, protocol: IpProtocol? = nil, toPort: Int? = nil) {
            self.fromPort = fromPort
            self.ipRange = ipRange
            self.`protocol` = `protocol`
            self.toPort = toPort
        }

        public func validate(name: String) throws {
            try self.validate(self.fromPort, name: "fromPort", parent: name, max: 60000)
            try self.validate(self.fromPort, name: "fromPort", parent: name, min: 1)
            try self.validate(self.ipRange, name: "ipRange", parent: name, pattern: "^[^\\s]+$")
            try self.validate(self.toPort, name: "toPort", parent: name, max: 60000)
            try self.validate(self.toPort, name: "toPort", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fromPort = "FromPort"
            case ipRange = "IpRange"
            case `protocol` = "Protocol"
            case toPort = "ToPort"
        }
    }

    public struct LaunchTemplateSpecification: AWSEncodableShape {
        /// A unique identifier for an existing Amazon EC2 launch template.
        public let launchTemplateId: String?
        /// A readable identifier for an existing Amazon EC2 launch template.
        public let launchTemplateName: String?
        /// The version of the Amazon EC2 launch template to use. If no version is specified, the default version will be used. With Amazon EC2, you can specify a default version for a launch template. If none is set, the default is the first version created.
        public let version: String?

        @inlinable
        public init(launchTemplateId: String? = nil, launchTemplateName: String? = nil, version: String? = nil) {
            self.launchTemplateId = launchTemplateId
            self.launchTemplateName = launchTemplateName
            self.version = version
        }

        public func validate(name: String) throws {
            try self.validate(self.launchTemplateId, name: "launchTemplateId", parent: name, max: 255)
            try self.validate(self.launchTemplateId, name: "launchTemplateId", parent: name, min: 1)
            try self.validate(self.launchTemplateId, name: "launchTemplateId", parent: name, pattern: "^[\\u0020-\\uD7FF\\uE000-\\uFFFD\\uD800\\uDC00-\\uDBFF\\uDFFF\\r\\n\\t]+$")
            try self.validate(self.launchTemplateName, name: "launchTemplateName", parent: name, max: 128)
            try self.validate(self.launchTemplateName, name: "launchTemplateName", parent: name, min: 3)
            try self.validate(self.launchTemplateName, name: "launchTemplateName", parent: name, pattern: "^[a-zA-Z0-9\\(\\)\\.\\-/_]+$")
            try self.validate(self.version, name: "version", parent: name, max: 128)
            try self.validate(self.version, name: "version", parent: name, min: 1)
            try self.validate(self.version, name: "version", parent: name, pattern: "^[\\u0020-\\uD7FF\\uE000-\\uFFFD\\uD800\\uDC00-\\uDBFF\\uDFFF\\r\\n\\t]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case launchTemplateId = "LaunchTemplateId"
            case launchTemplateName = "LaunchTemplateName"
            case version = "Version"
        }
    }

    public struct ListAliasesInput: AWSEncodableShape {
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A descriptive label that is associated with an alias. Alias names do not need to be unique.
        public let name: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// The routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty. Possible routing types include the following:    SIMPLE -- The alias resolves to one specific fleet. Use this type when routing to active fleets.    TERMINAL -- The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
        public let routingStrategyType: RoutingStrategyType?

        @inlinable
        public init(limit: Int? = nil, name: String? = nil, nextToken: String? = nil, routingStrategyType: RoutingStrategyType? = nil) {
            self.limit = limit
            self.name = name
            self.nextToken = nextToken
            self.routingStrategyType = routingStrategyType
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case name = "Name"
            case nextToken = "NextToken"
            case routingStrategyType = "RoutingStrategyType"
        }
    }

    public struct ListAliasesOutput: AWSDecodableShape {
        /// A collection of alias resources that match the request parameters.
        public let aliases: [Alias]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(aliases: [Alias]? = nil, nextToken: String? = nil) {
            self.aliases = aliases
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case aliases = "Aliases"
            case nextToken = "NextToken"
        }
    }

    public struct ListBuildsInput: AWSEncodableShape {
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// Build status to filter results by. To retrieve all builds, leave this parameter empty. Possible build statuses include the following:    INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.     READY -- The game build has been successfully uploaded. You can now create new fleets for this build.    FAILED -- The game build upload failed. You cannot create new fleets for this build.
        public let status: BuildStatus?

        @inlinable
        public init(limit: Int? = nil, nextToken: String? = nil, status: BuildStatus? = nil) {
            self.limit = limit
            self.nextToken = nextToken
            self.status = status
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case nextToken = "NextToken"
            case status = "Status"
        }
    }

    public struct ListBuildsOutput: AWSDecodableShape {
        /// A collection of build resources that match the request.
        public let builds: [Build]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(builds: [Build]? = nil, nextToken: String? = nil) {
            self.builds = builds
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case builds = "Builds"
            case nextToken = "NextToken"
        }
    }

    public struct ListComputeInput: AWSEncodableShape {
        /// The status of computes in a managed container fleet, based on the success of the latest update deployment.    ACTIVE -- The compute is deployed with the correct container definitions. It is ready to process game servers and host game sessions.    IMPAIRED -- An update deployment to the compute failed, and the compute is deployed with incorrect container definitions.
        public let computeStatus: ListComputeInputStatus?
        /// For computes in a managed container fleet, the name of the deployed container group definition.
        public let containerGroupDefinitionName: String?
        /// A unique identifier for the fleet to retrieve compute resources for.
        public let fleetId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// The name of a location to retrieve compute resources for. For an Amazon GameLift Servers Anywhere fleet, use a custom location. For a managed fleet, provide a Amazon Web Services Region or Local Zone code (for example: us-west-2 or us-west-2-lax-1).
        public let location: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(computeStatus: ListComputeInputStatus? = nil, containerGroupDefinitionName: String? = nil, fleetId: String? = nil, limit: Int? = nil, location: String? = nil, nextToken: String? = nil) {
            self.computeStatus = computeStatus
            self.containerGroupDefinitionName = containerGroupDefinitionName
            self.fleetId = fleetId
            self.limit = limit
            self.location = location
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.containerGroupDefinitionName, name: "containerGroupDefinitionName", parent: name, max: 512)
            try self.validate(self.containerGroupDefinitionName, name: "containerGroupDefinitionName", parent: name, min: 1)
            try self.validate(self.containerGroupDefinitionName, name: "containerGroupDefinitionName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case computeStatus = "ComputeStatus"
            case containerGroupDefinitionName = "ContainerGroupDefinitionName"
            case fleetId = "FleetId"
            case limit = "Limit"
            case location = "Location"
            case nextToken = "NextToken"
        }
    }

    public struct ListComputeOutput: AWSDecodableShape {
        /// A list of compute resources in the specified fleet.
        public let computeList: [Compute]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(computeList: [Compute]? = nil, nextToken: String? = nil) {
            self.computeList = computeList
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case computeList = "ComputeList"
            case nextToken = "NextToken"
        }
    }

    public struct ListContainerFleetsInput: AWSEncodableShape {
        /// The container group definition to filter the list on. Use this parameter to retrieve only those fleets that use the specified container group definition. You can specify the container group definition's name to get fleets with the latest versions. Alternatively, provide an ARN value to get fleets with a specific version number.
        public let containerGroupDefinitionName: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(containerGroupDefinitionName: String? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.containerGroupDefinitionName = containerGroupDefinitionName
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.containerGroupDefinitionName, name: "containerGroupDefinitionName", parent: name, max: 512)
            try self.validate(self.containerGroupDefinitionName, name: "containerGroupDefinitionName", parent: name, min: 1)
            try self.validate(self.containerGroupDefinitionName, name: "containerGroupDefinitionName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupDefinitionName = "ContainerGroupDefinitionName"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct ListContainerFleetsOutput: AWSDecodableShape {
        /// A collection of container fleet objects for all fleets that match the request criteria.
        public let containerFleets: [ContainerFleet]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(containerFleets: [ContainerFleet]? = nil, nextToken: String? = nil) {
            self.containerFleets = containerFleets
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case containerFleets = "ContainerFleets"
            case nextToken = "NextToken"
        }
    }

    public struct ListContainerGroupDefinitionVersionsInput: AWSEncodableShape {
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// The unique identifier for the container group definition to retrieve properties for. You can use either the Name or ARN value.
        public let name: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(limit: Int? = nil, name: String? = nil, nextToken: String? = nil) {
            self.limit = limit
            self.name = name
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, max: 100)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, max: 512)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case name = "Name"
            case nextToken = "NextToken"
        }
    }

    public struct ListContainerGroupDefinitionVersionsOutput: AWSDecodableShape {
        /// A result set of container group definitions that match the request.
        public let containerGroupDefinitions: [ContainerGroupDefinition]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(containerGroupDefinitions: [ContainerGroupDefinition]? = nil, nextToken: String? = nil) {
            self.containerGroupDefinitions = containerGroupDefinitions
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupDefinitions = "ContainerGroupDefinitions"
            case nextToken = "NextToken"
        }
    }

    public struct ListContainerGroupDefinitionsInput: AWSEncodableShape {
        /// The type of container group to retrieve. Container group type determines how Amazon GameLift Servers deploys the container group on each fleet instance.
        public let containerGroupType: ContainerGroupType?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(containerGroupType: ContainerGroupType? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.containerGroupType = containerGroupType
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, max: 100)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupType = "ContainerGroupType"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct ListContainerGroupDefinitionsOutput: AWSDecodableShape {
        /// A result set of container group definitions that match the request.
        public let containerGroupDefinitions: [ContainerGroupDefinition]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(containerGroupDefinitions: [ContainerGroupDefinition]? = nil, nextToken: String? = nil) {
            self.containerGroupDefinitions = containerGroupDefinitions
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupDefinitions = "ContainerGroupDefinitions"
            case nextToken = "NextToken"
        }
    }

    public struct ListFleetDeploymentsInput: AWSEncodableShape {
        /// A unique identifier for the container fleet. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(fleetId: String? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.fleetId = fleetId
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct ListFleetDeploymentsOutput: AWSDecodableShape {
        /// The requested deployment information.
        public let fleetDeployments: [FleetDeployment]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(fleetDeployments: [FleetDeployment]? = nil, nextToken: String? = nil) {
            self.fleetDeployments = fleetDeployments
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case fleetDeployments = "FleetDeployments"
            case nextToken = "NextToken"
        }
    }

    public struct ListFleetsInput: AWSEncodableShape {
        /// A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.
        public let buildId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.
        public let scriptId: String?

        @inlinable
        public init(buildId: String? = nil, limit: Int? = nil, nextToken: String? = nil, scriptId: String? = nil) {
            self.buildId = buildId
            self.limit = limit
            self.nextToken = nextToken
            self.scriptId = scriptId
        }

        public func validate(name: String) throws {
            try self.validate(self.buildId, name: "buildId", parent: name, pattern: "^build-\\S+|^arn:.*:build\\/build-\\S+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
            try self.validate(self.scriptId, name: "scriptId", parent: name, pattern: "^script-\\S+|^arn:.*:script\\/script-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case buildId = "BuildId"
            case limit = "Limit"
            case nextToken = "NextToken"
            case scriptId = "ScriptId"
        }
    }

    public struct ListFleetsOutput: AWSDecodableShape {
        /// A set of fleet IDs that match the list request.
        public let fleetIds: [String]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(fleetIds: [String]? = nil, nextToken: String? = nil) {
            self.fleetIds = fleetIds
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case fleetIds = "FleetIds"
            case nextToken = "NextToken"
        }
    }

    public struct ListGameServerGroupsInput: AWSEncodableShape {
        /// The game server groups' limit.
        public let limit: Int?
        /// Specify the pagination token from a previous request to retrieve the next page of results.
        public let nextToken: String?

        @inlinable
        public init(limit: Int? = nil, nextToken: String? = nil) {
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct ListGameServerGroupsOutput: AWSDecodableShape {
        /// The game server groups' game server groups.
        public let gameServerGroups: [GameServerGroup]?
        /// Specify the pagination token from a previous request to retrieve the next page of results.
        public let nextToken: String?

        @inlinable
        public init(gameServerGroups: [GameServerGroup]? = nil, nextToken: String? = nil) {
            self.gameServerGroups = gameServerGroups
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroups = "GameServerGroups"
            case nextToken = "NextToken"
        }
    }

    public struct ListGameServersInput: AWSEncodableShape {
        /// An identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.
        public let gameServerGroupName: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.
        public let sortOrder: SortOrder?

        @inlinable
        public init(gameServerGroupName: String? = nil, limit: Int? = nil, nextToken: String? = nil, sortOrder: SortOrder? = nil) {
            self.gameServerGroupName = gameServerGroupName
            self.limit = limit
            self.nextToken = nextToken
            self.sortOrder = sortOrder
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupName = "GameServerGroupName"
            case limit = "Limit"
            case nextToken = "NextToken"
            case sortOrder = "SortOrder"
        }
    }

    public struct ListGameServersOutput: AWSDecodableShape {
        /// A collection of game server objects that match the request.
        public let gameServers: [GameServer]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(gameServers: [GameServer]? = nil, nextToken: String? = nil) {
            self.gameServers = gameServers
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case gameServers = "GameServers"
            case nextToken = "NextToken"
        }
    }

    public struct ListLocationsInput: AWSEncodableShape {
        /// Filters the list for AWS or CUSTOM locations. Use this parameter to narrow down results to only Amazon Web Services-managed locations (Amazon EC2 or container) or only your custom locations (such as an Amazon GameLift Servers Anywhere fleet).
        public let filters: [LocationFilter]?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(filters: [LocationFilter]? = nil, limit: Int? = nil, nextToken: String? = nil) {
            self.filters = filters
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.filters, name: "filters", parent: name, max: 2)
            try self.validate(self.filters, name: "filters", parent: name, min: 1)
            try self.validate(self.limit, name: "limit", parent: name, max: 200)
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case filters = "Filters"
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct ListLocationsOutput: AWSDecodableShape {
        /// A collection of locations, including both Amazon Web Services and custom locations. Each location includes a name and ping beacon information that can be used to measure network latency between player devices and the location.
        public let locations: [LocationModel]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(locations: [LocationModel]? = nil, nextToken: String? = nil) {
            self.locations = locations
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case locations = "Locations"
            case nextToken = "NextToken"
        }
    }

    public struct ListScriptsInput: AWSEncodableShape {
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.
        public let limit: Int?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?

        @inlinable
        public init(limit: Int? = nil, nextToken: String? = nil) {
            self.limit = limit
            self.nextToken = nextToken
        }

        public func validate(name: String) throws {
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case limit = "Limit"
            case nextToken = "NextToken"
        }
    }

    public struct ListScriptsOutput: AWSDecodableShape {
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?
        /// A set of properties describing the requested script.
        public let scripts: [Script]?

        @inlinable
        public init(nextToken: String? = nil, scripts: [Script]? = nil) {
            self.nextToken = nextToken
            self.scripts = scripts
        }

        private enum CodingKeys: String, CodingKey {
            case nextToken = "NextToken"
            case scripts = "Scripts"
        }
    }

    public struct ListTagsForResourceRequest: AWSEncodableShape {
        /// The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift Servers resource that you want to retrieve tags for. Amazon GameLift Servers includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.
        public let resourceARN: String?

        @inlinable
        public init(resourceARN: String? = nil) {
            self.resourceARN = resourceARN
        }

        public func validate(name: String) throws {
            try self.validate(self.resourceARN, name: "resourceARN", parent: name, max: 1011)
            try self.validate(self.resourceARN, name: "resourceARN", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case resourceARN = "ResourceARN"
        }
    }

    public struct ListTagsForResourceResponse: AWSDecodableShape {
        /// The collection of tags assigned to the resource.
        public let tags: [Tag]?

        @inlinable
        public init(tags: [Tag]? = nil) {
            self.tags = tags
        }

        private enum CodingKeys: String, CodingKey {
            case tags = "Tags"
        }
    }

    public struct LocationAttributes: AWSDecodableShape {
        /// A fleet location and its current life-cycle state.
        public let locationState: LocationState?
        /// A list of fleet actions that have been suspended in the fleet location.
        public let stoppedActions: [FleetAction]?
        /// The status of fleet activity updates to the location. The status PENDING_UPDATE indicates that StopFleetActions or StartFleetActions has been requested but the update has not yet been completed for the location.
        public let updateStatus: LocationUpdateStatus?

        @inlinable
        public init(locationState: LocationState? = nil, stoppedActions: [FleetAction]? = nil, updateStatus: LocationUpdateStatus? = nil) {
            self.locationState = locationState
            self.stoppedActions = stoppedActions
            self.updateStatus = updateStatus
        }

        private enum CodingKeys: String, CodingKey {
            case locationState = "LocationState"
            case stoppedActions = "StoppedActions"
            case updateStatus = "UpdateStatus"
        }
    }

    public struct LocationConfiguration: AWSEncodableShape {
        /// An Amazon Web Services Region code, such as us-west-2. For a list of supported Regions and Local Zones, see  Amazon GameLift Servers service locations for managed hosting.
        public let location: String?

        @inlinable
        public init(location: String? = nil) {
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case location = "Location"
        }
    }

    public struct LocationModel: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a custom location resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::location/location-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let locationArn: String?
        /// The location's name.
        public let locationName: String?
        /// Information about the UDP ping beacon for this location.
        public let pingBeacon: PingBeacon?

        @inlinable
        public init(locationArn: String? = nil, locationName: String? = nil, pingBeacon: PingBeacon? = nil) {
            self.locationArn = locationArn
            self.locationName = locationName
            self.pingBeacon = pingBeacon
        }

        private enum CodingKeys: String, CodingKey {
            case locationArn = "LocationArn"
            case locationName = "LocationName"
            case pingBeacon = "PingBeacon"
        }
    }

    public struct LocationState: AWSDecodableShape {
        /// The fleet location, expressed as an Amazon Web Services Region code such as us-west-2.
        public let location: String?
        /// The life-cycle status of a fleet location.
        public let status: FleetStatus?

        @inlinable
        public init(location: String? = nil, status: FleetStatus? = nil) {
            self.location = location
            self.status = status
        }

        private enum CodingKeys: String, CodingKey {
            case location = "Location"
            case status = "Status"
        }
    }

    public struct LocationalDeployment: AWSDecodableShape {
        /// The status of fleet deployment activity in the location.     IN_PROGRESS -- The deployment is in progress.    IMPAIRED -- The deployment failed and the fleet has some impaired containers.     COMPLETE -- The deployment has completed successfully.    ROLLBACK_IN_PROGRESS -- The deployment failed and rollback has been initiated.    ROLLBACK_IN_COMPLETE -- The deployment failed and rollback has been completed.    CANCELLED -- The deployment was cancelled.
        public let deploymentStatus: DeploymentStatus?

        @inlinable
        public init(deploymentStatus: DeploymentStatus? = nil) {
            self.deploymentStatus = deploymentStatus
        }

        private enum CodingKeys: String, CodingKey {
            case deploymentStatus = "DeploymentStatus"
        }
    }

    public struct LogConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// The type of log collection to use for a fleet.    CLOUDWATCH -- (default value) Send logs to an Amazon CloudWatch log group that you define. Each container emits a log stream, which is organized in the log group.     S3 -- Store logs in an Amazon S3 bucket that you define. This bucket must reside in the fleet's home Amazon Web Services Region.    NONE -- Don't collect container logs.
        public let logDestination: LogDestination?
        /// If log destination is CLOUDWATCH, logs are sent to the specified log group in Amazon CloudWatch.
        public let logGroupArn: String?
        /// If log destination is S3, logs are sent to the specified Amazon S3 bucket name.
        public let s3BucketName: String?

        @inlinable
        public init(logDestination: LogDestination? = nil, logGroupArn: String? = nil, s3BucketName: String? = nil) {
            self.logDestination = logDestination
            self.logGroupArn = logGroupArn
            self.s3BucketName = s3BucketName
        }

        public func validate(name: String) throws {
            try self.validate(self.logGroupArn, name: "logGroupArn", parent: name, max: 512)
            try self.validate(self.logGroupArn, name: "logGroupArn", parent: name, min: 1)
            try self.validate(self.logGroupArn, name: "logGroupArn", parent: name, pattern: "^[a-zA-Z0-9:/\\-\\*]+$")
            try self.validate(self.s3BucketName, name: "s3BucketName", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case logDestination = "LogDestination"
            case logGroupArn = "LogGroupArn"
            case s3BucketName = "S3BucketName"
        }
    }

    public struct MatchedPlayerSession: AWSDecodableShape {
        /// A unique identifier for a player
        public let playerId: String?
        /// A unique identifier for a player session
        public let playerSessionId: String?

        @inlinable
        public init(playerId: String? = nil, playerSessionId: String? = nil) {
            self.playerId = playerId
            self.playerSessionId = playerSessionId
        }

        private enum CodingKeys: String, CodingKey {
            case playerId = "PlayerId"
            case playerSessionId = "PlayerSessionId"
        }
    }

    public struct MatchmakingConfiguration: AWSDecodableShape {
        /// A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.
        public let acceptanceRequired: Bool?
        /// The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
        public let acceptanceTimeoutSeconds: Int?
        /// The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies  a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.
        public let additionalPlayerCount: Int?
        /// The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates backfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
        public let backfillMode: BackfillMode?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingconfiguration/. In a Amazon GameLift Servers configuration ARN, the resource ID matches the Name value.
        public let configurationArn: String?
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// Information to attach to all events related to the matchmaking configuration.
        public let customEventData: String?
        /// A descriptive label that is associated with matchmaking configuration.
        public let description: String?
        /// Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.     STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a  MatchmakingSucceeded event.    WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.
        public let flexMatchMode: FlexMatchMode?
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.
        public let gameProperties: [GameProperty]?
        /// A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.
        public let gameSessionData: String?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.
        public let gameSessionQueueArns: [String]?
        /// A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
        public let name: String?
        /// An SNS topic ARN that is set up to receive matchmaking notifications.
        public let notificationTarget: String?
        /// The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
        public let requestTimeoutSeconds: Int?
        /// The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
        public let ruleSetArn: String?
        /// A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
        public let ruleSetName: String?

        @inlinable
        public init(acceptanceRequired: Bool? = nil, acceptanceTimeoutSeconds: Int? = nil, additionalPlayerCount: Int? = nil, backfillMode: BackfillMode? = nil, configurationArn: String? = nil, creationTime: Date? = nil, customEventData: String? = nil, description: String? = nil, flexMatchMode: FlexMatchMode? = nil, gameProperties: [GameProperty]? = nil, gameSessionData: String? = nil, gameSessionQueueArns: [String]? = nil, name: String? = nil, notificationTarget: String? = nil, requestTimeoutSeconds: Int? = nil, ruleSetArn: String? = nil, ruleSetName: String? = nil) {
            self.acceptanceRequired = acceptanceRequired
            self.acceptanceTimeoutSeconds = acceptanceTimeoutSeconds
            self.additionalPlayerCount = additionalPlayerCount
            self.backfillMode = backfillMode
            self.configurationArn = configurationArn
            self.creationTime = creationTime
            self.customEventData = customEventData
            self.description = description
            self.flexMatchMode = flexMatchMode
            self.gameProperties = gameProperties
            self.gameSessionData = gameSessionData
            self.gameSessionQueueArns = gameSessionQueueArns
            self.name = name
            self.notificationTarget = notificationTarget
            self.requestTimeoutSeconds = requestTimeoutSeconds
            self.ruleSetArn = ruleSetArn
            self.ruleSetName = ruleSetName
        }

        private enum CodingKeys: String, CodingKey {
            case acceptanceRequired = "AcceptanceRequired"
            case acceptanceTimeoutSeconds = "AcceptanceTimeoutSeconds"
            case additionalPlayerCount = "AdditionalPlayerCount"
            case backfillMode = "BackfillMode"
            case configurationArn = "ConfigurationArn"
            case creationTime = "CreationTime"
            case customEventData = "CustomEventData"
            case description = "Description"
            case flexMatchMode = "FlexMatchMode"
            case gameProperties = "GameProperties"
            case gameSessionData = "GameSessionData"
            case gameSessionQueueArns = "GameSessionQueueArns"
            case name = "Name"
            case notificationTarget = "NotificationTarget"
            case requestTimeoutSeconds = "RequestTimeoutSeconds"
            case ruleSetArn = "RuleSetArn"
            case ruleSetName = "RuleSetName"
        }
    }

    public struct MatchmakingRuleSet: AWSDecodableShape {
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingruleset/. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
        public let ruleSetArn: String?
        /// A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
        public let ruleSetBody: String?
        /// A unique identifier for the matchmaking rule set
        public let ruleSetName: String?

        @inlinable
        public init(creationTime: Date? = nil, ruleSetArn: String? = nil, ruleSetBody: String? = nil, ruleSetName: String? = nil) {
            self.creationTime = creationTime
            self.ruleSetArn = ruleSetArn
            self.ruleSetBody = ruleSetBody
            self.ruleSetName = ruleSetName
        }

        private enum CodingKeys: String, CodingKey {
            case creationTime = "CreationTime"
            case ruleSetArn = "RuleSetArn"
            case ruleSetBody = "RuleSetBody"
            case ruleSetName = "RuleSetName"
        }
    }

    public struct MatchmakingTicket: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.
        public let configurationArn: String?
        /// Name of the matchmaking configuration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.
        public let configurationName: String?
        /// Time stamp indicating when the matchmaking request stopped being processed due to successful completion, timeout, or cancellation. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let endTime: Date?
        /// Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.
        public let estimatedWaitTime: Int?
        /// Connection information for a new game session. Once a match is made, the FlexMatch engine creates a new game session for it. This information is added to the matchmaking ticket, which you can be retrieve by calling DescribeMatchmaking .
        public let gameSessionConnectionInfo: GameSessionConnectionInfo?
        /// A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.
        public let players: [Player]?
        /// Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let startTime: Date?
        /// Current status of the matchmaking request.    QUEUED -- The matchmaking request has been received and is currently waiting to be processed.    SEARCHING -- The matchmaking request is currently being processed.     REQUIRES_ACCEPTANCE -- A match has been proposed and the players must accept the match. This status is used only with requests that use a matchmaking configuration with a player acceptance requirement.    PLACING -- The FlexMatch engine has matched players and is in the process of placing a new game session for the match.    COMPLETED -- Players have been matched and a game session is ready to host the players. A ticket in this state contains the necessary connection information for players.    FAILED -- The matchmaking request was not completed.    CANCELLED -- The matchmaking request was canceled. This may be the result of a StopMatchmaking operation or a proposed match that one or more players failed to accept.    TIMED_OUT -- The matchmaking request was not successful within the duration specified in the matchmaking configuration.     Matchmaking requests that fail to successfully complete (statuses FAILED, CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket IDs.
        public let status: MatchmakingConfigurationStatus?
        /// Additional information about the current status.
        public let statusMessage: String?
        /// Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.
        public let statusReason: String?
        /// A unique identifier for a matchmaking ticket.
        public let ticketId: String?

        @inlinable
        public init(configurationArn: String? = nil, configurationName: String? = nil, endTime: Date? = nil, estimatedWaitTime: Int? = nil, gameSessionConnectionInfo: GameSessionConnectionInfo? = nil, players: [Player]? = nil, startTime: Date? = nil, status: MatchmakingConfigurationStatus? = nil, statusMessage: String? = nil, statusReason: String? = nil, ticketId: String? = nil) {
            self.configurationArn = configurationArn
            self.configurationName = configurationName
            self.endTime = endTime
            self.estimatedWaitTime = estimatedWaitTime
            self.gameSessionConnectionInfo = gameSessionConnectionInfo
            self.players = players
            self.startTime = startTime
            self.status = status
            self.statusMessage = statusMessage
            self.statusReason = statusReason
            self.ticketId = ticketId
        }

        private enum CodingKeys: String, CodingKey {
            case configurationArn = "ConfigurationArn"
            case configurationName = "ConfigurationName"
            case endTime = "EndTime"
            case estimatedWaitTime = "EstimatedWaitTime"
            case gameSessionConnectionInfo = "GameSessionConnectionInfo"
            case players = "Players"
            case startTime = "StartTime"
            case status = "Status"
            case statusMessage = "StatusMessage"
            case statusReason = "StatusReason"
            case ticketId = "TicketId"
        }
    }

    public struct PingBeacon: AWSDecodableShape {
        /// The domain name and port of the UDP ping beacon.
        public let udpEndpoint: UDPEndpoint?

        @inlinable
        public init(udpEndpoint: UDPEndpoint? = nil) {
            self.udpEndpoint = udpEndpoint
        }

        private enum CodingKeys: String, CodingKey {
            case udpEndpoint = "UDPEndpoint"
        }
    }

    public struct PlacedPlayerSession: AWSDecodableShape {
        /// A unique identifier for a player that is associated with this player session.
        public let playerId: String?
        /// A unique identifier for a player session.
        public let playerSessionId: String?

        @inlinable
        public init(playerId: String? = nil, playerSessionId: String? = nil) {
            self.playerId = playerId
            self.playerSessionId = playerSessionId
        }

        private enum CodingKeys: String, CodingKey {
            case playerId = "PlayerId"
            case playerSessionId = "PlayerSessionId"
        }
    }

    public struct Player: AWSEncodableShape & AWSDecodableShape {
        /// A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.  If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.
        public let latencyInMs: [String: Int]?
        /// A collection of key:value pairs containing player information for use in matchmaking. Player attribute keys must match the playerAttributes used in a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode": {"S": "deathmatch"}}. You can provide up to 10 PlayerAttributes.
        public let playerAttributes: [String: AttributeValue]?
        /// A unique identifier for a player
        public let playerId: String?
        /// Name of the team that the player is assigned to in a match. Team names are defined in a matchmaking rule set.
        public let team: String?

        @inlinable
        public init(latencyInMs: [String: Int]? = nil, playerAttributes: [String: AttributeValue]? = nil, playerId: String? = nil, team: String? = nil) {
            self.latencyInMs = latencyInMs
            self.playerAttributes = playerAttributes
            self.playerId = playerId
            self.team = team
        }

        public func validate(name: String) throws {
            try self.latencyInMs?.forEach {
                try validate($0.key, name: "latencyInMs.key", parent: name, min: 1)
                try validate($0.value, name: "latencyInMs[\"\($0.key)\"]", parent: name, min: 1)
            }
            try self.playerAttributes?.forEach {
                try validate($0.key, name: "playerAttributes.key", parent: name, max: 1024)
                try validate($0.key, name: "playerAttributes.key", parent: name, min: 1)
                try $0.value.validate(name: "\(name).playerAttributes[\"\($0.key)\"]")
            }
            try self.validate(self.playerId, name: "playerId", parent: name, max: 1024)
            try self.validate(self.playerId, name: "playerId", parent: name, min: 1)
            try self.validate(self.team, name: "team", parent: name, max: 1024)
            try self.validate(self.team, name: "team", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case latencyInMs = "LatencyInMs"
            case playerAttributes = "PlayerAttributes"
            case playerId = "PlayerId"
            case team = "Team"
        }
    }

    public struct PlayerLatency: AWSEncodableShape & AWSDecodableShape {
        /// Amount of time that represents the time lag experienced by the player when connected to the specified Region.
        public let latencyInMilliseconds: Float?
        /// A unique identifier for a player associated with the latency data.
        public let playerId: String?
        /// Name of the Region that is associated with the latency value.
        public let regionIdentifier: String?

        @inlinable
        public init(latencyInMilliseconds: Float? = nil, playerId: String? = nil, regionIdentifier: String? = nil) {
            self.latencyInMilliseconds = latencyInMilliseconds
            self.playerId = playerId
            self.regionIdentifier = regionIdentifier
        }

        public func validate(name: String) throws {
            try self.validate(self.playerId, name: "playerId", parent: name, max: 1024)
            try self.validate(self.playerId, name: "playerId", parent: name, min: 1)
            try self.validate(self.regionIdentifier, name: "regionIdentifier", parent: name, max: 1024)
            try self.validate(self.regionIdentifier, name: "regionIdentifier", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case latencyInMilliseconds = "LatencyInMilliseconds"
            case playerId = "PlayerId"
            case regionIdentifier = "RegionIdentifier"
        }
    }

    public struct PlayerLatencyPolicy: AWSEncodableShape & AWSDecodableShape {
        /// The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.
        public let maximumIndividualPlayerLatencyMilliseconds: Int?
        /// The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.
        public let policyDurationSeconds: Int?

        @inlinable
        public init(maximumIndividualPlayerLatencyMilliseconds: Int? = nil, policyDurationSeconds: Int? = nil) {
            self.maximumIndividualPlayerLatencyMilliseconds = maximumIndividualPlayerLatencyMilliseconds
            self.policyDurationSeconds = policyDurationSeconds
        }

        public func validate(name: String) throws {
            try self.validate(self.maximumIndividualPlayerLatencyMilliseconds, name: "maximumIndividualPlayerLatencyMilliseconds", parent: name, min: 0)
            try self.validate(self.policyDurationSeconds, name: "policyDurationSeconds", parent: name, min: 0)
        }

        private enum CodingKeys: String, CodingKey {
            case maximumIndividualPlayerLatencyMilliseconds = "MaximumIndividualPlayerLatencyMilliseconds"
            case policyDurationSeconds = "PolicyDurationSeconds"
        }
    }

    public struct PlayerSession: AWSDecodableShape {
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// The DNS identifier assigned to the instance that is running the game session. Values have the following format:   TLS-enabled fleets: ..amazongamelift.com.   Non-TLS-enabled fleets: ec2-.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.)   When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.
        public let dnsName: String?
        ///  The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.
        public let fleetArn: String?
        /// A unique identifier for the fleet that the player's game session is running on.
        public let fleetId: String?
        /// A unique identifier for the game session that the player session is connected to.
        public let gameSessionId: String?
        /// The IP address of the game session. To connect to a Amazon GameLift Servers game server, an app needs both the IP address and port number.
        public let ipAddress: String?
        /// Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
        public let playerData: String?
        /// A unique identifier for a player that is associated with this player session.
        public let playerId: String?
        /// A unique identifier for a player session.
        public let playerSessionId: String?
        /// Port number for the game session. To connect to a Amazon GameLift Servers server process, an app needs both the IP address and port number.
        public let port: Int?
        /// Current status of the player session. Possible player session statuses include the following:    RESERVED -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.     ACTIVE -- The player has been validated by the server process and is currently connected.    COMPLETED -- The player connection has been dropped.    TIMEDOUT -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
        public let status: PlayerSessionStatus?
        /// A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let terminationTime: Date?

        @inlinable
        public init(creationTime: Date? = nil, dnsName: String? = nil, fleetArn: String? = nil, fleetId: String? = nil, gameSessionId: String? = nil, ipAddress: String? = nil, playerData: String? = nil, playerId: String? = nil, playerSessionId: String? = nil, port: Int? = nil, status: PlayerSessionStatus? = nil, terminationTime: Date? = nil) {
            self.creationTime = creationTime
            self.dnsName = dnsName
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.gameSessionId = gameSessionId
            self.ipAddress = ipAddress
            self.playerData = playerData
            self.playerId = playerId
            self.playerSessionId = playerSessionId
            self.port = port
            self.status = status
            self.terminationTime = terminationTime
        }

        private enum CodingKeys: String, CodingKey {
            case creationTime = "CreationTime"
            case dnsName = "DnsName"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case gameSessionId = "GameSessionId"
            case ipAddress = "IpAddress"
            case playerData = "PlayerData"
            case playerId = "PlayerId"
            case playerSessionId = "PlayerSessionId"
            case port = "Port"
            case status = "Status"
            case terminationTime = "TerminationTime"
        }
    }

    public struct PriorityConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations can include Amazon Web Services Region codes (such as us-west-2), local zones, and custom locations (for Anywhere fleets). Each location must be listed only once. For details, see  Amazon GameLift Servers service locations.
        public let locationOrder: [String]?
        /// A custom sequence to use when prioritizing where to place new game sessions. Each priority type is listed once.    LATENCY -- Amazon GameLift Servers prioritizes locations where the average player latency is lowest. Player latency data is provided in each game session placement request.    COST -- Amazon GameLift Servers prioritizes queue destinations with the lowest current hosting costs. Cost is evaluated based on the destination's location, instance type, and fleet type (Spot or On-Demand).    DESTINATION -- Amazon GameLift Servers prioritizes based on the list order of destinations in the queue configuration.    LOCATION -- Amazon GameLift Servers prioritizes based on the provided order of locations, as defined in LocationOrder.
        public let priorityOrder: [PriorityType]?

        @inlinable
        public init(locationOrder: [String]? = nil, priorityOrder: [PriorityType]? = nil) {
            self.locationOrder = locationOrder
            self.priorityOrder = priorityOrder
        }

        public func validate(name: String) throws {
            try self.locationOrder?.forEach {
                try validate($0, name: "locationOrder[]", parent: name, max: 64)
                try validate($0, name: "locationOrder[]", parent: name, min: 1)
                try validate($0, name: "locationOrder[]", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            }
            try self.validate(self.locationOrder, name: "locationOrder", parent: name, max: 100)
            try self.validate(self.locationOrder, name: "locationOrder", parent: name, min: 1)
            try self.validate(self.priorityOrder, name: "priorityOrder", parent: name, max: 4)
            try self.validate(self.priorityOrder, name: "priorityOrder", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case locationOrder = "LocationOrder"
            case priorityOrder = "PriorityOrder"
        }
    }

    public struct PriorityConfigurationOverride: AWSEncodableShape & AWSDecodableShape {
        /// A prioritized list of hosting locations. The list can include Amazon Web Services Regions (such as us-west-2), local zones, and custom locations (for Anywhere fleets). Each location must be listed only once. For details, see  Amazon GameLift Servers service locations.
        public let locationOrder: [String]?
        /// Instructions for how to proceed if placement fails in every location on the priority override list. Valid strategies include:     DEFAULT_AFTER_SINGLE_PASS -- After attempting to place a new game session in every location on the priority override list, try to place a game session in queue's other locations. This is the default behavior.    NONE -- Limit placements to locations on the priority override list only.
        public let placementFallbackStrategy: PlacementFallbackStrategy?

        @inlinable
        public init(locationOrder: [String]? = nil, placementFallbackStrategy: PlacementFallbackStrategy? = nil) {
            self.locationOrder = locationOrder
            self.placementFallbackStrategy = placementFallbackStrategy
        }

        public func validate(name: String) throws {
            try self.locationOrder?.forEach {
                try validate($0, name: "locationOrder[]", parent: name, max: 64)
                try validate($0, name: "locationOrder[]", parent: name, min: 1)
                try validate($0, name: "locationOrder[]", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            }
            try self.validate(self.locationOrder, name: "locationOrder", parent: name, max: 10)
            try self.validate(self.locationOrder, name: "locationOrder", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case locationOrder = "LocationOrder"
            case placementFallbackStrategy = "PlacementFallbackStrategy"
        }
    }

    public struct PutScalingPolicyInput: AWSEncodableShape {
        /// Comparison operator to use when measuring the metric against the threshold value.
        public let comparisonOperator: ComparisonOperatorType?
        /// Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
        public let evaluationPeriods: Int?
        /// A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
        public let fleetId: String?
        /// Name of the Amazon GameLift Servers-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift Servers with Amazon CloudWatch.     ActivatingGameSessions -- Game sessions in the process of being created.    ActiveGameSessions -- Game sessions that are currently running.    ActiveInstances -- Fleet instances that are currently running at least one game session.    AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.    AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.    CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.     IdleInstances -- Active instances that are currently hosting zero game sessions.     PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.    PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.    QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.    WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
        public let metricName: MetricName?
        /// A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
        public let name: String?
        /// The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
        public let policyType: PolicyType?
        /// Amount of adjustment to make, based on the scaling adjustment type.
        public let scalingAdjustment: Int?
        /// The type of adjustment to make to a fleet's instance count:    ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.    ExactCapacity -- set the instance count to the scaling adjustment value.    PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of "-10" scales the fleet down by 10%.
        public let scalingAdjustmentType: ScalingAdjustmentType?
        /// An object that contains settings for a target-based scaling policy.
        public let targetConfiguration: TargetConfiguration?
        /// Metric value used to trigger a scaling event.
        public let threshold: Double?

        @inlinable
        public init(comparisonOperator: ComparisonOperatorType? = nil, evaluationPeriods: Int? = nil, fleetId: String? = nil, metricName: MetricName? = nil, name: String? = nil, policyType: PolicyType? = nil, scalingAdjustment: Int? = nil, scalingAdjustmentType: ScalingAdjustmentType? = nil, targetConfiguration: TargetConfiguration? = nil, threshold: Double? = nil) {
            self.comparisonOperator = comparisonOperator
            self.evaluationPeriods = evaluationPeriods
            self.fleetId = fleetId
            self.metricName = metricName
            self.name = name
            self.policyType = policyType
            self.scalingAdjustment = scalingAdjustment
            self.scalingAdjustmentType = scalingAdjustmentType
            self.targetConfiguration = targetConfiguration
            self.threshold = threshold
        }

        public func validate(name: String) throws {
            try self.validate(self.evaluationPeriods, name: "evaluationPeriods", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case comparisonOperator = "ComparisonOperator"
            case evaluationPeriods = "EvaluationPeriods"
            case fleetId = "FleetId"
            case metricName = "MetricName"
            case name = "Name"
            case policyType = "PolicyType"
            case scalingAdjustment = "ScalingAdjustment"
            case scalingAdjustmentType = "ScalingAdjustmentType"
            case targetConfiguration = "TargetConfiguration"
            case threshold = "Threshold"
        }
    }

    public struct PutScalingPolicyOutput: AWSDecodableShape {
        /// A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
        public let name: String?

        @inlinable
        public init(name: String? = nil) {
            self.name = name
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
        }
    }

    public struct RegisterComputeInput: AWSEncodableShape {
        /// The path to a TLS certificate on your compute resource. Amazon GameLift Servers doesn't validate the path and certificate.
        public let certificatePath: String?
        /// A descriptive label for the compute resource.
        public let computeName: String?
        /// The DNS name of the compute resource. Amazon GameLift Servers requires either a DNS name or IP address.
        public let dnsName: String?
        /// A unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The IP address of the compute resource. Amazon GameLift Servers requires either a DNS name or IP address. When registering an Anywhere fleet, an IP address is required.
        public let ipAddress: String?
        /// The name of a custom location to associate with the compute resource being registered. This parameter is required when registering a compute for an Anywhere fleet.
        public let location: String?

        @inlinable
        public init(certificatePath: String? = nil, computeName: String? = nil, dnsName: String? = nil, fleetId: String? = nil, ipAddress: String? = nil, location: String? = nil) {
            self.certificatePath = certificatePath
            self.computeName = computeName
            self.dnsName = dnsName
            self.fleetId = fleetId
            self.ipAddress = ipAddress
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.certificatePath, name: "certificatePath", parent: name, max: 1024)
            try self.validate(self.certificatePath, name: "certificatePath", parent: name, min: 1)
            try self.validate(self.computeName, name: "computeName", parent: name, max: 128)
            try self.validate(self.computeName, name: "computeName", parent: name, min: 1)
            try self.validate(self.computeName, name: "computeName", parent: name, pattern: "^[a-zA-Z0-9\\-]+(\\/[a-zA-Z0-9\\-]+)?$")
            try self.validate(self.dnsName, name: "dnsName", parent: name, max: 256)
            try self.validate(self.dnsName, name: "dnsName", parent: name, min: 1)
            try self.validate(self.dnsName, name: "dnsName", parent: name, pattern: "^[0-9a-zA-Z_\\-\\.]+$")
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.ipAddress, name: "ipAddress", parent: name, max: 128)
            try self.validate(self.ipAddress, name: "ipAddress", parent: name, min: 1)
            try self.validate(self.ipAddress, name: "ipAddress", parent: name, pattern: "^[0-9A-Fa-f\\:\\.]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case certificatePath = "CertificatePath"
            case computeName = "ComputeName"
            case dnsName = "DnsName"
            case fleetId = "FleetId"
            case ipAddress = "IpAddress"
            case location = "Location"
        }
    }

    public struct RegisterComputeOutput: AWSDecodableShape {
        /// The details of the compute resource you registered.
        public let compute: Compute?

        @inlinable
        public init(compute: Compute? = nil) {
            self.compute = compute
        }

        private enum CodingKeys: String, CodingKey {
            case compute = "Compute"
        }
    }

    public struct RegisterGameServerInput: AWSEncodableShape {
        /// Information that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.
        public let connectionInfo: String?
        /// A set of custom game server properties, formatted as a single string value. This data  is passed to a game client or service when it requests information on game servers.
        public let gameServerData: String?
        /// A unique identifier for the game server group where the game server is running.
        public let gameServerGroupName: String?
        /// A custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
        public let gameServerId: String?
        /// The unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs  use a 17-character format, for example: i-1234567890abcdef0.
        public let instanceId: String?

        @inlinable
        public init(connectionInfo: String? = nil, gameServerData: String? = nil, gameServerGroupName: String? = nil, gameServerId: String? = nil, instanceId: String? = nil) {
            self.connectionInfo = connectionInfo
            self.gameServerData = gameServerData
            self.gameServerGroupName = gameServerGroupName
            self.gameServerId = gameServerId
            self.instanceId = instanceId
        }

        public func validate(name: String) throws {
            try self.validate(self.connectionInfo, name: "connectionInfo", parent: name, max: 512)
            try self.validate(self.connectionInfo, name: "connectionInfo", parent: name, min: 1)
            try self.validate(self.connectionInfo, name: "connectionInfo", parent: name, pattern: "\\S")
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, max: 1024)
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, min: 1)
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, pattern: "\\S")
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, max: 128)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, min: 3)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, pattern: "^[a-zA-Z0-9-\\.]+$")
            try self.validate(self.instanceId, name: "instanceId", parent: name, max: 19)
            try self.validate(self.instanceId, name: "instanceId", parent: name, min: 19)
            try self.validate(self.instanceId, name: "instanceId", parent: name, pattern: "^i-[0-9a-zA-Z]{17}$")
        }

        private enum CodingKeys: String, CodingKey {
            case connectionInfo = "ConnectionInfo"
            case gameServerData = "GameServerData"
            case gameServerGroupName = "GameServerGroupName"
            case gameServerId = "GameServerId"
            case instanceId = "InstanceId"
        }
    }

    public struct RegisterGameServerOutput: AWSDecodableShape {
        /// Object that describes the newly registered game server.
        public let gameServer: GameServer?

        @inlinable
        public init(gameServer: GameServer? = nil) {
            self.gameServer = gameServer
        }

        private enum CodingKeys: String, CodingKey {
            case gameServer = "GameServer"
        }
    }

    public struct RequestUploadCredentialsInput: AWSEncodableShape {
        /// A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.
        public let buildId: String?

        @inlinable
        public init(buildId: String? = nil) {
            self.buildId = buildId
        }

        public func validate(name: String) throws {
            try self.validate(self.buildId, name: "buildId", parent: name, pattern: "^build-\\S+|^arn:.*:build\\/build-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case buildId = "BuildId"
        }
    }

    public struct RequestUploadCredentialsOutput: AWSDecodableShape {
        /// Amazon S3 path and key, identifying where the game build files are stored.
        public let storageLocation: S3Location?
        /// Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
        public let uploadCredentials: AwsCredentials?

        @inlinable
        public init(storageLocation: S3Location? = nil, uploadCredentials: AwsCredentials? = nil) {
            self.storageLocation = storageLocation
            self.uploadCredentials = uploadCredentials
        }

        private enum CodingKeys: String, CodingKey {
            case storageLocation = "StorageLocation"
            case uploadCredentials = "UploadCredentials"
        }
    }

    public struct ResolveAliasInput: AWSEncodableShape {
        /// The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.
        public let aliasId: String?

        @inlinable
        public init(aliasId: String? = nil) {
            self.aliasId = aliasId
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
        }
    }

    public struct ResolveAliasOutput: AWSDecodableShape {
        ///  The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.
        public let fleetArn: String?
        /// The fleet identifier that the alias is pointing to.
        public let fleetId: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
        }
    }

    public struct ResourceCreationLimitPolicy: AWSEncodableShape & AWSDecodableShape {
        /// A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources. The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, Amazon GameLift Servers checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.
        public let newGameSessionsPerCreator: Int?
        /// The time span used in evaluating the resource creation limit policy.
        public let policyPeriodInMinutes: Int?

        @inlinable
        public init(newGameSessionsPerCreator: Int? = nil, policyPeriodInMinutes: Int? = nil) {
            self.newGameSessionsPerCreator = newGameSessionsPerCreator
            self.policyPeriodInMinutes = policyPeriodInMinutes
        }

        public func validate(name: String) throws {
            try self.validate(self.newGameSessionsPerCreator, name: "newGameSessionsPerCreator", parent: name, min: 0)
            try self.validate(self.policyPeriodInMinutes, name: "policyPeriodInMinutes", parent: name, min: 0)
        }

        private enum CodingKeys: String, CodingKey {
            case newGameSessionsPerCreator = "NewGameSessionsPerCreator"
            case policyPeriodInMinutes = "PolicyPeriodInMinutes"
        }
    }

    public struct ResumeGameServerGroupInput: AWSEncodableShape {
        /// A unique identifier for the game server group. Use either the name or ARN value.
        public let gameServerGroupName: String?
        /// The activity to resume for this game server group.
        public let resumeActions: [GameServerGroupAction]?

        @inlinable
        public init(gameServerGroupName: String? = nil, resumeActions: [GameServerGroupAction]? = nil) {
            self.gameServerGroupName = gameServerGroupName
            self.resumeActions = resumeActions
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.resumeActions, name: "resumeActions", parent: name, max: 1)
            try self.validate(self.resumeActions, name: "resumeActions", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupName = "GameServerGroupName"
            case resumeActions = "ResumeActions"
        }
    }

    public struct ResumeGameServerGroupOutput: AWSDecodableShape {
        /// An object that describes the game server group resource, with the SuspendedActions property updated to reflect the resumed activity.
        public let gameServerGroup: GameServerGroup?

        @inlinable
        public init(gameServerGroup: GameServerGroup? = nil) {
            self.gameServerGroup = gameServerGroup
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroup = "GameServerGroup"
        }
    }

    public struct RoutingStrategy: AWSEncodableShape & AWSDecodableShape {
        /// A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.
        public let fleetId: String?
        /// The message text to be used with a terminal routing strategy.
        public let message: String?
        /// The type of routing strategy for the alias. Possible routing types include the following:    SIMPLE - The alias resolves to one specific fleet. Use this type when routing to active fleets.    TERMINAL - The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the message embedded.
        public let type: RoutingStrategyType?

        @inlinable
        public init(fleetId: String? = nil, message: String? = nil, type: RoutingStrategyType? = nil) {
            self.fleetId = fleetId
            self.message = message
            self.type = type
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 128)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case message = "Message"
            case type = "Type"
        }
    }

    public struct RuntimeConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.
        public let gameSessionActivationTimeoutSeconds: Int?
        /// The number of game sessions in status ACTIVATING to allow on an instance or compute. This setting limits the instance resources that can be used for new game activations at any one time.
        public let maxConcurrentGameSessionActivations: Int?
        /// A collection of server process configurations that identify what server processes to run on fleet computes.
        public let serverProcesses: [ServerProcess]?

        @inlinable
        public init(gameSessionActivationTimeoutSeconds: Int? = nil, maxConcurrentGameSessionActivations: Int? = nil, serverProcesses: [ServerProcess]? = nil) {
            self.gameSessionActivationTimeoutSeconds = gameSessionActivationTimeoutSeconds
            self.maxConcurrentGameSessionActivations = maxConcurrentGameSessionActivations
            self.serverProcesses = serverProcesses
        }

        public func validate(name: String) throws {
            try self.validate(self.gameSessionActivationTimeoutSeconds, name: "gameSessionActivationTimeoutSeconds", parent: name, max: 600)
            try self.validate(self.gameSessionActivationTimeoutSeconds, name: "gameSessionActivationTimeoutSeconds", parent: name, min: 1)
            try self.validate(self.maxConcurrentGameSessionActivations, name: "maxConcurrentGameSessionActivations", parent: name, max: 2147483647)
            try self.validate(self.maxConcurrentGameSessionActivations, name: "maxConcurrentGameSessionActivations", parent: name, min: 1)
            try self.serverProcesses?.forEach {
                try $0.validate(name: "\(name).serverProcesses[]")
            }
            try self.validate(self.serverProcesses, name: "serverProcesses", parent: name, max: 50)
            try self.validate(self.serverProcesses, name: "serverProcesses", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionActivationTimeoutSeconds = "GameSessionActivationTimeoutSeconds"
            case maxConcurrentGameSessionActivations = "MaxConcurrentGameSessionActivations"
            case serverProcesses = "ServerProcesses"
        }
    }

    public struct S3Location: AWSEncodableShape & AWSDecodableShape {
        /// An Amazon S3 bucket identifier. Thename of the S3 bucket.  Amazon GameLift Servers doesn't support uploading from Amazon S3 buckets with names that contain a dot (.).
        public let bucket: String?
        /// The name of the zip file that contains the build files or script files.
        public let key: String?
        /// The version of the file, if object versioning is turned on for the bucket. Amazon GameLift Servers uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.
        public let objectVersion: String?
        /// The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access the S3 bucket.
        public let roleArn: String?

        @inlinable
        public init(bucket: String? = nil, key: String? = nil, objectVersion: String? = nil, roleArn: String? = nil) {
            self.bucket = bucket
            self.key = key
            self.objectVersion = objectVersion
            self.roleArn = roleArn
        }

        public func validate(name: String) throws {
            try self.validate(self.bucket, name: "bucket", parent: name, min: 1)
            try self.validate(self.key, name: "key", parent: name, min: 1)
            try self.validate(self.objectVersion, name: "objectVersion", parent: name, min: 1)
            try self.validate(self.roleArn, name: "roleArn", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case bucket = "Bucket"
            case key = "Key"
            case objectVersion = "ObjectVersion"
            case roleArn = "RoleArn"
        }
    }

    public struct ScalingPolicy: AWSDecodableShape {
        /// Comparison operator to use when measuring a metric against the threshold value.
        public let comparisonOperator: ComparisonOperatorType?
        /// Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
        public let evaluationPeriods: Int?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that is associated with this scaling policy.
        public let fleetId: String?
        ///  The fleet location.
        public let location: String?
        /// Name of the Amazon GameLift Servers-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift Servers with Amazon CloudWatch.     ActivatingGameSessions -- Game sessions in the process of being created.    ActiveGameSessions -- Game sessions that are currently running.    ActiveInstances -- Fleet instances that are currently running at least one game session.    AvailableGameSessions -- Additional game sessions that fleet could host simultaneously, given current capacity.    AvailablePlayerSessions -- Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.    CurrentPlayerSessions -- Player slots in active game sessions that are being used by a player or are reserved for a player.     IdleInstances -- Active instances that are currently hosting zero game sessions.     PercentAvailableGameSessions -- Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.    PercentIdleInstances -- Percentage of the total number of active instances that are hosting zero game sessions.    QueueDepth -- Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.    WaitTime -- Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
        public let metricName: MetricName?
        /// A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.
        public let name: String?
        /// The type of scaling policy to create. For a target-based policy, set the parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
        public let policyType: PolicyType?
        /// Amount of adjustment to make, based on the scaling adjustment type.
        public let scalingAdjustment: Int?
        /// The type of adjustment to make to a fleet's instance count.    ChangeInCapacity -- add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.    ExactCapacity -- set the instance count to the scaling adjustment value.    PercentChangeInCapacity -- increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down.
        public let scalingAdjustmentType: ScalingAdjustmentType?
        /// Current status of the scaling policy. The scaling policy can be in force only when in an ACTIVE status. Scaling policies can be suspended for individual fleets. If the policy is suspended for a fleet, the policy status does not change.    ACTIVE -- The scaling policy can be used for auto-scaling a fleet.    UPDATE_REQUESTED -- A request to update the scaling policy has been received.    UPDATING -- A change is being made to the scaling policy.    DELETE_REQUESTED -- A request to delete the scaling policy has been received.    DELETING -- The scaling policy is being deleted.    DELETED -- The scaling policy has been deleted.    ERROR -- An error occurred in creating the policy. It should be removed and recreated.
        public let status: ScalingStatusType?
        /// An object that contains settings for a target-based scaling policy.
        public let targetConfiguration: TargetConfiguration?
        /// Metric value used to trigger a scaling event.
        public let threshold: Double?
        /// The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.
        public let updateStatus: LocationUpdateStatus?

        @inlinable
        public init(comparisonOperator: ComparisonOperatorType? = nil, evaluationPeriods: Int? = nil, fleetArn: String? = nil, fleetId: String? = nil, location: String? = nil, metricName: MetricName? = nil, name: String? = nil, policyType: PolicyType? = nil, scalingAdjustment: Int? = nil, scalingAdjustmentType: ScalingAdjustmentType? = nil, status: ScalingStatusType? = nil, targetConfiguration: TargetConfiguration? = nil, threshold: Double? = nil, updateStatus: LocationUpdateStatus? = nil) {
            self.comparisonOperator = comparisonOperator
            self.evaluationPeriods = evaluationPeriods
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.location = location
            self.metricName = metricName
            self.name = name
            self.policyType = policyType
            self.scalingAdjustment = scalingAdjustment
            self.scalingAdjustmentType = scalingAdjustmentType
            self.status = status
            self.targetConfiguration = targetConfiguration
            self.threshold = threshold
            self.updateStatus = updateStatus
        }

        private enum CodingKeys: String, CodingKey {
            case comparisonOperator = "ComparisonOperator"
            case evaluationPeriods = "EvaluationPeriods"
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case location = "Location"
            case metricName = "MetricName"
            case name = "Name"
            case policyType = "PolicyType"
            case scalingAdjustment = "ScalingAdjustment"
            case scalingAdjustmentType = "ScalingAdjustmentType"
            case status = "Status"
            case targetConfiguration = "TargetConfiguration"
            case threshold = "Threshold"
            case updateStatus = "UpdateStatus"
        }
    }

    public struct Script: AWSDecodableShape {
        /// A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// A descriptive label that is associated with a script. Script names do not need to be unique.
        public let name: String?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.
        public let scriptArn: String?
        /// A unique identifier for the Realtime script
        public let scriptId: String?
        /// The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at "0".
        public let sizeOnDisk: Int64?
        /// The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift Servers to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
        public let storageLocation: S3Location?
        /// Version information that is associated with a build or script. Version strings do not need to be unique.
        public let version: String?

        @inlinable
        public init(creationTime: Date? = nil, name: String? = nil, scriptArn: String? = nil, scriptId: String? = nil, sizeOnDisk: Int64? = nil, storageLocation: S3Location? = nil, version: String? = nil) {
            self.creationTime = creationTime
            self.name = name
            self.scriptArn = scriptArn
            self.scriptId = scriptId
            self.sizeOnDisk = sizeOnDisk
            self.storageLocation = storageLocation
            self.version = version
        }

        private enum CodingKeys: String, CodingKey {
            case creationTime = "CreationTime"
            case name = "Name"
            case scriptArn = "ScriptArn"
            case scriptId = "ScriptId"
            case sizeOnDisk = "SizeOnDisk"
            case storageLocation = "StorageLocation"
            case version = "Version"
        }
    }

    public struct SearchGameSessionsInput: AWSEncodableShape {
        /// A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
        public let aliasId: String?
        /// String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status. A filter expression can contain one or multiple conditions. Each condition consists of the following:    Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.    Comparator -- Valid comparators are: =, <>, , >, , >=.     Value -- Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending on the operand. String values are case sensitive and must be enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators = and <>. For example, the following filter expression searches on gameSessionName: "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'".    To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y). Session search evaluates conditions from left to right using the following precedence rules:    =, <>, , >, , >=    Parentheses   NOT   AND   OR   For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true".
        public let filterExpression: String?
        /// A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
        public let fleetId: String?
        /// The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.
        public let limit: Int?
        /// A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, such as us-west-2.
        public let location: String?
        /// A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
        public let nextToken: String?
        /// Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:    Operand -- Name of a game session attribute. Valid values are gameSessionName, gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, playerSessionCount, hasAvailablePlayerSessions.    Order -- Valid sort orders are ASC (ascending) and DESC (descending).   For example, this sort expression returns the oldest active sessions first: "SortExpression": "creationTimeMillis ASC". Results with a null value for the sort operand are returned at the end of the list.
        public let sortExpression: String?

        @inlinable
        public init(aliasId: String? = nil, filterExpression: String? = nil, fleetId: String? = nil, limit: Int? = nil, location: String? = nil, nextToken: String? = nil, sortExpression: String? = nil) {
            self.aliasId = aliasId
            self.filterExpression = filterExpression
            self.fleetId = fleetId
            self.limit = limit
            self.location = location
            self.nextToken = nextToken
            self.sortExpression = sortExpression
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
            try self.validate(self.filterExpression, name: "filterExpression", parent: name, max: 1024)
            try self.validate(self.filterExpression, name: "filterExpression", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.limit, name: "limit", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.nextToken, name: "nextToken", parent: name, max: 1024)
            try self.validate(self.nextToken, name: "nextToken", parent: name, min: 1)
            try self.validate(self.sortExpression, name: "sortExpression", parent: name, max: 1024)
            try self.validate(self.sortExpression, name: "sortExpression", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
            case filterExpression = "FilterExpression"
            case fleetId = "FleetId"
            case limit = "Limit"
            case location = "Location"
            case nextToken = "NextToken"
            case sortExpression = "SortExpression"
        }
    }

    public struct SearchGameSessionsOutput: AWSDecodableShape {
        /// A collection of objects containing game session properties for each session that matches the request.
        public let gameSessions: [GameSession]?
        /// A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
        public let nextToken: String?

        @inlinable
        public init(gameSessions: [GameSession]? = nil, nextToken: String? = nil) {
            self.gameSessions = gameSessions
            self.nextToken = nextToken
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessions = "GameSessions"
            case nextToken = "NextToken"
        }
    }

    public struct ServerProcess: AWSEncodableShape & AWSDecodableShape {
        /// The number of server processes using this configuration that run concurrently on each instance or compute.
        public let concurrentExecutions: Int?
        /// The location of a game build executable or Realtime script. Game builds and Realtime scripts are installed on instances at the root:    Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe"    Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js"    Amazon GameLift Servers doesn't support the use of setup scripts that launch the game executable. For custom game builds, this parameter must indicate the executable that calls the server SDK operations initSDK() and ProcessReady().
        public let launchPath: String?
        /// An optional list of parameters to pass to the server executable or Realtime script on launch.
        public let parameters: String?

        @inlinable
        public init(concurrentExecutions: Int? = nil, launchPath: String? = nil, parameters: String? = nil) {
            self.concurrentExecutions = concurrentExecutions
            self.launchPath = launchPath
            self.parameters = parameters
        }

        public func validate(name: String) throws {
            try self.validate(self.concurrentExecutions, name: "concurrentExecutions", parent: name, min: 1)
            try self.validate(self.launchPath, name: "launchPath", parent: name, max: 1024)
            try self.validate(self.launchPath, name: "launchPath", parent: name, min: 1)
            try self.validate(self.launchPath, name: "launchPath", parent: name, pattern: "^[A-Za-z0-9_:.+\\/\\\\\\- ]+$")
            try self.validate(self.parameters, name: "parameters", parent: name, max: 1024)
            try self.validate(self.parameters, name: "parameters", parent: name, min: 1)
            try self.validate(self.parameters, name: "parameters", parent: name, pattern: "^[A-Za-z0-9_:.+\\/\\\\\\- =@;{},?'\\[\\]\"]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case concurrentExecutions = "ConcurrentExecutions"
            case launchPath = "LaunchPath"
            case parameters = "Parameters"
        }
    }

    public struct StartFleetActionsInput: AWSEncodableShape {
        /// List of actions to restart on the fleet.
        public let actions: [FleetAction]?
        /// A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
        public let location: String?

        @inlinable
        public init(actions: [FleetAction]? = nil, fleetId: String? = nil, location: String? = nil) {
            self.actions = actions
            self.fleetId = fleetId
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.actions, name: "actions", parent: name, max: 1)
            try self.validate(self.actions, name: "actions", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case actions = "Actions"
            case fleetId = "FleetId"
            case location = "Location"
        }
    }

    public struct StartFleetActionsOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet to restart actions on.
        public let fleetId: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
        }
    }

    public struct StartGameSessionPlacementInput: AWSEncodableShape {
        /// Set of information on each player to create a player session for.
        public let desiredPlayerSessions: [DesiredPlayerSession]?
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}.
        public let gameProperties: [GameProperty]?
        /// A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session.
        public let gameSessionData: String?
        /// A descriptive label that is associated with a game session. Session names do not need to be unique.
        public let gameSessionName: String?
        /// Name of the queue to use to place the new game session. You can use either the queue name or ARN value.
        public let gameSessionQueueName: String?
        /// The maximum number of players that can be connected simultaneously to the game session.
        public let maximumPlayerSessionCount: Int?
        /// A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.
        public let placementId: String?
        /// A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
        public let playerLatencies: [PlayerLatency]?
        /// A prioritized list of locations to use for the game session placement and instructions on how to use it. This list overrides a queue's prioritized location list for this game session placement request only. You can include Amazon Web Services Regions, local zones, and custom locations (for Anywhere fleets). You can choose to limit placements to locations on the override list only, or you can prioritize locations on the override list first and then fall back to the queue's other locations if needed. Choose a fallback strategy to use in the event that Amazon GameLift Servers fails to place a game session in any of the locations on the priority override list.
        public let priorityConfigurationOverride: PriorityConfigurationOverride?

        @inlinable
        public init(desiredPlayerSessions: [DesiredPlayerSession]? = nil, gameProperties: [GameProperty]? = nil, gameSessionData: String? = nil, gameSessionName: String? = nil, gameSessionQueueName: String? = nil, maximumPlayerSessionCount: Int? = nil, placementId: String? = nil, playerLatencies: [PlayerLatency]? = nil, priorityConfigurationOverride: PriorityConfigurationOverride? = nil) {
            self.desiredPlayerSessions = desiredPlayerSessions
            self.gameProperties = gameProperties
            self.gameSessionData = gameSessionData
            self.gameSessionName = gameSessionName
            self.gameSessionQueueName = gameSessionQueueName
            self.maximumPlayerSessionCount = maximumPlayerSessionCount
            self.placementId = placementId
            self.playerLatencies = playerLatencies
            self.priorityConfigurationOverride = priorityConfigurationOverride
        }

        public func validate(name: String) throws {
            try self.desiredPlayerSessions?.forEach {
                try $0.validate(name: "\(name).desiredPlayerSessions[]")
            }
            try self.gameProperties?.forEach {
                try $0.validate(name: "\(name).gameProperties[]")
            }
            try self.validate(self.gameProperties, name: "gameProperties", parent: name, max: 16)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, max: 262144)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, min: 1)
            try self.validate(self.gameSessionName, name: "gameSessionName", parent: name, max: 1024)
            try self.validate(self.gameSessionName, name: "gameSessionName", parent: name, min: 1)
            try self.validate(self.gameSessionQueueName, name: "gameSessionQueueName", parent: name, max: 256)
            try self.validate(self.gameSessionQueueName, name: "gameSessionQueueName", parent: name, min: 1)
            try self.validate(self.gameSessionQueueName, name: "gameSessionQueueName", parent: name, pattern: "^[a-zA-Z0-9-]+|^arn:.*:gamesessionqueue\\/[a-zA-Z0-9-]+$")
            try self.validate(self.maximumPlayerSessionCount, name: "maximumPlayerSessionCount", parent: name, min: 0)
            try self.validate(self.placementId, name: "placementId", parent: name, max: 48)
            try self.validate(self.placementId, name: "placementId", parent: name, min: 1)
            try self.validate(self.placementId, name: "placementId", parent: name, pattern: "^[a-zA-Z0-9-]+$")
            try self.playerLatencies?.forEach {
                try $0.validate(name: "\(name).playerLatencies[]")
            }
            try self.priorityConfigurationOverride?.validate(name: "\(name).priorityConfigurationOverride")
        }

        private enum CodingKeys: String, CodingKey {
            case desiredPlayerSessions = "DesiredPlayerSessions"
            case gameProperties = "GameProperties"
            case gameSessionData = "GameSessionData"
            case gameSessionName = "GameSessionName"
            case gameSessionQueueName = "GameSessionQueueName"
            case maximumPlayerSessionCount = "MaximumPlayerSessionCount"
            case placementId = "PlacementId"
            case playerLatencies = "PlayerLatencies"
            case priorityConfigurationOverride = "PriorityConfigurationOverride"
        }
    }

    public struct StartGameSessionPlacementOutput: AWSDecodableShape {
        /// Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.
        public let gameSessionPlacement: GameSessionPlacement?

        @inlinable
        public init(gameSessionPlacement: GameSessionPlacement? = nil) {
            self.gameSessionPlacement = gameSessionPlacement
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionPlacement = "GameSessionPlacement"
        }
    }

    public struct StartMatchBackfillInput: AWSEncodableShape {
        /// Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.
        public let configurationName: String?
        /// A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
        public let gameSessionArn: String?
        /// Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game. You can include up to 199 Players in a StartMatchBackfill request.   PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, MatchmakerData property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see  Match Data.  The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.   LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
        public let players: [Player]?
        /// A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
        public let ticketId: String?

        @inlinable
        public init(configurationName: String? = nil, gameSessionArn: String? = nil, players: [Player]? = nil, ticketId: String? = nil) {
            self.configurationName = configurationName
            self.gameSessionArn = gameSessionArn
            self.players = players
            self.ticketId = ticketId
        }

        public func validate(name: String) throws {
            try self.validate(self.configurationName, name: "configurationName", parent: name, max: 256)
            try self.validate(self.configurationName, name: "configurationName", parent: name, min: 1)
            try self.validate(self.configurationName, name: "configurationName", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*$")
            try self.validate(self.gameSessionArn, name: "gameSessionArn", parent: name, max: 512)
            try self.validate(self.gameSessionArn, name: "gameSessionArn", parent: name, min: 1)
            try self.validate(self.gameSessionArn, name: "gameSessionArn", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            try self.players?.forEach {
                try $0.validate(name: "\(name).players[]")
            }
            try self.validate(self.ticketId, name: "ticketId", parent: name, max: 128)
            try self.validate(self.ticketId, name: "ticketId", parent: name, pattern: "^[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case configurationName = "ConfigurationName"
            case gameSessionArn = "GameSessionArn"
            case players = "Players"
            case ticketId = "TicketId"
        }
    }

    public struct StartMatchBackfillOutput: AWSDecodableShape {
        /// Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.
        public let matchmakingTicket: MatchmakingTicket?

        @inlinable
        public init(matchmakingTicket: MatchmakingTicket? = nil) {
            self.matchmakingTicket = matchmakingTicket
        }

        private enum CodingKeys: String, CodingKey {
            case matchmakingTicket = "MatchmakingTicket"
        }
    }

    public struct StartMatchmakingInput: AWSEncodableShape {
        /// Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
        public let configurationName: String?
        /// Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to. You can include up to 10 Players in a StartMatchmaking request.
        public let players: [Player]?
        /// A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift Servers will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
        public let ticketId: String?

        @inlinable
        public init(configurationName: String? = nil, players: [Player]? = nil, ticketId: String? = nil) {
            self.configurationName = configurationName
            self.players = players
            self.ticketId = ticketId
        }

        public func validate(name: String) throws {
            try self.validate(self.configurationName, name: "configurationName", parent: name, max: 256)
            try self.validate(self.configurationName, name: "configurationName", parent: name, min: 1)
            try self.validate(self.configurationName, name: "configurationName", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*$")
            try self.players?.forEach {
                try $0.validate(name: "\(name).players[]")
            }
            try self.validate(self.ticketId, name: "ticketId", parent: name, max: 128)
            try self.validate(self.ticketId, name: "ticketId", parent: name, pattern: "^[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case configurationName = "ConfigurationName"
            case players = "Players"
            case ticketId = "TicketId"
        }
    }

    public struct StartMatchmakingOutput: AWSDecodableShape {
        /// Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.
        public let matchmakingTicket: MatchmakingTicket?

        @inlinable
        public init(matchmakingTicket: MatchmakingTicket? = nil) {
            self.matchmakingTicket = matchmakingTicket
        }

        private enum CodingKeys: String, CodingKey {
            case matchmakingTicket = "MatchmakingTicket"
        }
    }

    public struct StopFleetActionsInput: AWSEncodableShape {
        /// List of actions to suspend on the fleet.
        public let actions: [FleetAction]?
        /// A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The fleet location to stop fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as us-west-2.
        public let location: String?

        @inlinable
        public init(actions: [FleetAction]? = nil, fleetId: String? = nil, location: String? = nil) {
            self.actions = actions
            self.fleetId = fleetId
            self.location = location
        }

        public func validate(name: String) throws {
            try self.validate(self.actions, name: "actions", parent: name, max: 1)
            try self.validate(self.actions, name: "actions", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case actions = "Actions"
            case fleetId = "FleetId"
            case location = "Location"
        }
    }

    public struct StopFleetActionsOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet to stop actions on.
        public let fleetId: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
        }
    }

    public struct StopGameSessionPlacementInput: AWSEncodableShape {
        /// A unique identifier for a game session placement to stop.
        public let placementId: String?

        @inlinable
        public init(placementId: String? = nil) {
            self.placementId = placementId
        }

        public func validate(name: String) throws {
            try self.validate(self.placementId, name: "placementId", parent: name, max: 48)
            try self.validate(self.placementId, name: "placementId", parent: name, min: 1)
            try self.validate(self.placementId, name: "placementId", parent: name, pattern: "^[a-zA-Z0-9-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case placementId = "PlacementId"
        }
    }

    public struct StopGameSessionPlacementOutput: AWSDecodableShape {
        /// Object that describes the canceled game session placement, with CANCELLED status and an end time stamp.
        public let gameSessionPlacement: GameSessionPlacement?

        @inlinable
        public init(gameSessionPlacement: GameSessionPlacement? = nil) {
            self.gameSessionPlacement = gameSessionPlacement
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionPlacement = "GameSessionPlacement"
        }
    }

    public struct StopMatchmakingInput: AWSEncodableShape {
        /// A unique identifier for a matchmaking ticket.
        public let ticketId: String?

        @inlinable
        public init(ticketId: String? = nil) {
            self.ticketId = ticketId
        }

        public func validate(name: String) throws {
            try self.validate(self.ticketId, name: "ticketId", parent: name, max: 128)
            try self.validate(self.ticketId, name: "ticketId", parent: name, pattern: "^[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case ticketId = "TicketId"
        }
    }

    public struct StopMatchmakingOutput: AWSDecodableShape {
        public init() {}
    }

    public struct SupportContainerDefinition: AWSDecodableShape {
        /// The container definition identifier. Container names are unique within a container group definition.
        public let containerName: String?
        /// Indicates that the container relies on the status of other containers in the same container group during its startup and shutdown sequences. A container might have dependencies on multiple containers.
        public let dependsOn: [ContainerDependency]?
        /// A set of environment variables that's passed to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.
        public let environmentOverride: [ContainerEnvironment]?
        /// Indicates whether the container is vital to the container group. If an essential container fails, the entire container group restarts.
        public let essential: Bool?
        /// A configuration for a non-terminal health check. A support container automatically restarts if it stops functioning or if it fails this health check.
        public let healthCheck: ContainerHealthCheck?
        /// The URI to the image that Amazon GameLift Servers deploys to a container fleet. For a more specific identifier, see ResolvedImageDigest.
        public let imageUri: String?
        /// The amount of memory that Amazon GameLift Servers makes available to the container. If memory limits aren't set for an individual container, the container shares the container group's total memory allocation.  Related data type:  ContainerGroupDefinition TotalMemoryLimitMebibytes
        public let memoryHardLimitMebibytes: Int?
        /// A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
        public let mountPoints: [ContainerMountPoint]?
        /// A set of ports that allow access to the container from external users. Processes running in the container can bind to a one of these ports. Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps these container ports to externally accessible connection ports, which are assigned as needed from the container fleet's ConnectionPortRange.
        public let portConfiguration: ContainerPortConfiguration?
        /// A unique and immutable identifier for the container image. The digest is a SHA 256 hash of the container image manifest.
        public let resolvedImageDigest: String?
        /// The number of vCPU units that are reserved for the container. If no resources are reserved, the container shares the total vCPU limit for the container group.  Related data type:  ContainerGroupDefinition TotalVcpuLimit
        public let vcpu: Double?

        @inlinable
        public init(containerName: String? = nil, dependsOn: [ContainerDependency]? = nil, environmentOverride: [ContainerEnvironment]? = nil, essential: Bool? = nil, healthCheck: ContainerHealthCheck? = nil, imageUri: String? = nil, memoryHardLimitMebibytes: Int? = nil, mountPoints: [ContainerMountPoint]? = nil, portConfiguration: ContainerPortConfiguration? = nil, resolvedImageDigest: String? = nil, vcpu: Double? = nil) {
            self.containerName = containerName
            self.dependsOn = dependsOn
            self.environmentOverride = environmentOverride
            self.essential = essential
            self.healthCheck = healthCheck
            self.imageUri = imageUri
            self.memoryHardLimitMebibytes = memoryHardLimitMebibytes
            self.mountPoints = mountPoints
            self.portConfiguration = portConfiguration
            self.resolvedImageDigest = resolvedImageDigest
            self.vcpu = vcpu
        }

        private enum CodingKeys: String, CodingKey {
            case containerName = "ContainerName"
            case dependsOn = "DependsOn"
            case environmentOverride = "EnvironmentOverride"
            case essential = "Essential"
            case healthCheck = "HealthCheck"
            case imageUri = "ImageUri"
            case memoryHardLimitMebibytes = "MemoryHardLimitMebibytes"
            case mountPoints = "MountPoints"
            case portConfiguration = "PortConfiguration"
            case resolvedImageDigest = "ResolvedImageDigest"
            case vcpu = "Vcpu"
        }
    }

    public struct SupportContainerDefinitionInput: AWSEncodableShape {
        /// A string that uniquely identifies the container definition within a container group.
        public let containerName: String?
        /// Establishes dependencies between this container and the status of other containers in the same container group. A container can have dependencies on multiple different containers.  . You can use dependencies to establish a startup/shutdown sequence across the container group. For example, you might specify that ContainerB has a START dependency on ContainerA. This dependency means that ContainerB can't start until after ContainerA has started. This dependency is reversed on shutdown, which means that ContainerB must shut down before ContainerA can shut down.
        public let dependsOn: [ContainerDependency]?
        /// A set of environment variables to pass to the container on startup. See the ContainerDefinition::environment parameter in the Amazon Elastic Container Service API Reference.
        public let environmentOverride: [ContainerEnvironment]?
        /// Flags the container as vital for the container group to function properly. If an essential container fails, the entire container group restarts. At least one support container in a per-instance container group must be essential. When flagging a container as essential, also configure a health check so that the container can signal that it's healthy.
        public let essential: Bool?
        /// Configuration for a non-terminal health check. A container automatically restarts if it stops functioning. With a health check, you can define additional reasons to flag a container as unhealthy and restart it. If an essential container fails a health check, the entire container group restarts.
        public let healthCheck: ContainerHealthCheck?
        /// The location of the container image to deploy to a container fleet. Provide an image in an Amazon Elastic Container Registry public or private repository. The repository must be in the same Amazon Web Services account and Amazon Web Services Region where you're creating the container group definition. For limits on image size, see Amazon GameLift Servers endpoints and quotas. You can use any of the following image URI formats:    Image ID only: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]    Image ID and digest: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]@[digest]    Image ID and tag: [AWS account].dkr.ecr.[AWS region].amazonaws.com/[repository ID]:[tag]
        public let imageUri: String?
        /// A specified amount of memory (in MiB) to reserve for this container. If you don't specify a container-specific memory limit, the container shares the container group's total memory allocation.   Related data type:  ContainerGroupDefinitionTotalMemoryLimitMebibytes
        public let memoryHardLimitMebibytes: Int?
        /// A mount point that binds a path inside the container to a file or directory on the host system and lets it access the file or directory.
        public let mountPoints: [ContainerMountPoint]?
        /// A set of ports that Amazon GameLift Servers can assign to processes in a container. The container port configuration must have enough ports for each container process that accepts inbound traffic connections. A container port configuration can have can have one or more container port ranges. Each range specifies starting and ending values as well as the supported network protocol. Container ports aren't directly accessed by inbound traffic. Amazon GameLift Servers maps each container port to an externally accessible connection port (see the container fleet property ConnectionPortRange).
        public let portConfiguration: ContainerPortConfiguration?
        /// The number of vCPU units to reserve for this container. The container can use more resources when needed, if available. If you don't reserve CPU units for this container, it shares the container group's total vCPU limit.   Related data type:  ContainerGroupDefinition TotalCpuLimit
        public let vcpu: Double?

        @inlinable
        public init(containerName: String? = nil, dependsOn: [ContainerDependency]? = nil, environmentOverride: [ContainerEnvironment]? = nil, essential: Bool? = nil, healthCheck: ContainerHealthCheck? = nil, imageUri: String? = nil, memoryHardLimitMebibytes: Int? = nil, mountPoints: [ContainerMountPoint]? = nil, portConfiguration: ContainerPortConfiguration? = nil, vcpu: Double? = nil) {
            self.containerName = containerName
            self.dependsOn = dependsOn
            self.environmentOverride = environmentOverride
            self.essential = essential
            self.healthCheck = healthCheck
            self.imageUri = imageUri
            self.memoryHardLimitMebibytes = memoryHardLimitMebibytes
            self.mountPoints = mountPoints
            self.portConfiguration = portConfiguration
            self.vcpu = vcpu
        }

        public func validate(name: String) throws {
            try self.validate(self.containerName, name: "containerName", parent: name, max: 128)
            try self.validate(self.containerName, name: "containerName", parent: name, min: 1)
            try self.validate(self.containerName, name: "containerName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$")
            try self.dependsOn?.forEach {
                try $0.validate(name: "\(name).dependsOn[]")
            }
            try self.validate(self.dependsOn, name: "dependsOn", parent: name, max: 10)
            try self.validate(self.dependsOn, name: "dependsOn", parent: name, min: 1)
            try self.environmentOverride?.forEach {
                try $0.validate(name: "\(name).environmentOverride[]")
            }
            try self.validate(self.environmentOverride, name: "environmentOverride", parent: name, max: 20)
            try self.validate(self.environmentOverride, name: "environmentOverride", parent: name, min: 1)
            try self.healthCheck?.validate(name: "\(name).healthCheck")
            try self.validate(self.imageUri, name: "imageUri", parent: name, max: 255)
            try self.validate(self.imageUri, name: "imageUri", parent: name, min: 1)
            try self.validate(self.imageUri, name: "imageUri", parent: name, pattern: "^[a-zA-Z0-9-_\\.@\\/:]+$")
            try self.validate(self.memoryHardLimitMebibytes, name: "memoryHardLimitMebibytes", parent: name, max: 1024000)
            try self.validate(self.memoryHardLimitMebibytes, name: "memoryHardLimitMebibytes", parent: name, min: 4)
            try self.mountPoints?.forEach {
                try $0.validate(name: "\(name).mountPoints[]")
            }
            try self.validate(self.mountPoints, name: "mountPoints", parent: name, max: 10)
            try self.validate(self.mountPoints, name: "mountPoints", parent: name, min: 1)
            try self.portConfiguration?.validate(name: "\(name).portConfiguration")
            try self.validate(self.vcpu, name: "vcpu", parent: name, max: 10.0)
            try self.validate(self.vcpu, name: "vcpu", parent: name, min: 0.125)
        }

        private enum CodingKeys: String, CodingKey {
            case containerName = "ContainerName"
            case dependsOn = "DependsOn"
            case environmentOverride = "EnvironmentOverride"
            case essential = "Essential"
            case healthCheck = "HealthCheck"
            case imageUri = "ImageUri"
            case memoryHardLimitMebibytes = "MemoryHardLimitMebibytes"
            case mountPoints = "MountPoints"
            case portConfiguration = "PortConfiguration"
            case vcpu = "Vcpu"
        }
    }

    public struct SuspendGameServerGroupInput: AWSEncodableShape {
        /// A unique identifier for the game server group. Use either the name or ARN value.
        public let gameServerGroupName: String?
        /// The activity to suspend for this game server group.
        public let suspendActions: [GameServerGroupAction]?

        @inlinable
        public init(gameServerGroupName: String? = nil, suspendActions: [GameServerGroupAction]? = nil) {
            self.gameServerGroupName = gameServerGroupName
            self.suspendActions = suspendActions
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.suspendActions, name: "suspendActions", parent: name, max: 1)
            try self.validate(self.suspendActions, name: "suspendActions", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroupName = "GameServerGroupName"
            case suspendActions = "SuspendActions"
        }
    }

    public struct SuspendGameServerGroupOutput: AWSDecodableShape {
        /// An object that describes the game server group resource, with the SuspendedActions property updated to reflect the suspended activity.
        public let gameServerGroup: GameServerGroup?

        @inlinable
        public init(gameServerGroup: GameServerGroup? = nil) {
            self.gameServerGroup = gameServerGroup
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroup = "GameServerGroup"
        }
    }

    public struct Tag: AWSEncodableShape & AWSDecodableShape {
        /// The key for a developer-defined key value pair for tagging an Amazon Web Services resource.
        public let key: String?
        /// The value for a developer-defined key value pair for tagging an Amazon Web Services resource.
        public let value: String?

        @inlinable
        public init(key: String? = nil, value: String? = nil) {
            self.key = key
            self.value = value
        }

        public func validate(name: String) throws {
            try self.validate(self.key, name: "key", parent: name, max: 128)
            try self.validate(self.key, name: "key", parent: name, min: 1)
            try self.validate(self.value, name: "value", parent: name, max: 256)
        }

        private enum CodingKeys: String, CodingKey {
            case key = "Key"
            case value = "Value"
        }
    }

    public struct TagResourceRequest: AWSEncodableShape {
        /// The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift Servers resource that you want to assign tags to. Amazon GameLift Servers includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.
        public let resourceARN: String?
        /// A list of one or more tags to assign to the specified Amazon GameLift Servers resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See  Tagging Amazon Web Services Resources for tagging limits.
        public let tags: [Tag]?

        @inlinable
        public init(resourceARN: String? = nil, tags: [Tag]? = nil) {
            self.resourceARN = resourceARN
            self.tags = tags
        }

        public func validate(name: String) throws {
            try self.validate(self.resourceARN, name: "resourceARN", parent: name, max: 1011)
            try self.validate(self.resourceARN, name: "resourceARN", parent: name, min: 1)
            try self.tags?.forEach {
                try $0.validate(name: "\(name).tags[]")
            }
            try self.validate(self.tags, name: "tags", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case resourceARN = "ResourceARN"
            case tags = "Tags"
        }
    }

    public struct TagResourceResponse: AWSDecodableShape {
        public init() {}
    }

    public struct TargetConfiguration: AWSEncodableShape & AWSDecodableShape {
        /// Desired value to use with a target-based scaling policy. The value must be relevant for whatever metric the scaling policy is using. For example, in a policy using the metric PercentAvailableGameSessions, the target value should be the preferred size of the fleet's buffer (the percent of capacity that should be idle and ready for new game sessions).
        public let targetValue: Double?

        @inlinable
        public init(targetValue: Double? = nil) {
            self.targetValue = targetValue
        }

        private enum CodingKeys: String, CodingKey {
            case targetValue = "TargetValue"
        }
    }

    public struct TargetTrackingConfiguration: AWSEncodableShape {
        /// Desired value to use with a game server group target-based scaling policy.
        public let targetValue: Double?

        @inlinable
        public init(targetValue: Double? = nil) {
            self.targetValue = targetValue
        }

        public func validate(name: String) throws {
            try self.validate(self.targetValue, name: "targetValue", parent: name, min: 0.0)
        }

        private enum CodingKeys: String, CodingKey {
            case targetValue = "TargetValue"
        }
    }

    public struct TerminateGameSessionInput: AWSEncodableShape {
        /// A unique identifier for the game session to be terminated. A game session ARN has the following format:  arn:aws:gamelift:::gamesession//.
        public let gameSessionId: String?
        /// The method to use to terminate the game session. Available methods include:     TRIGGER_ON_PROCESS_TERMINATE – Prompts the Amazon GameLift Servers service to send an OnProcessTerminate() callback to the server process and initiate the normal game session shutdown sequence. The OnProcessTerminate method, which is implemented in the game server code, must include a call to the server SDK action ProcessEnding(), which is how the server process signals to Amazon GameLift Servers that a game session is ending. If the server process doesn't call ProcessEnding(), the game session termination won't conclude successfully.    FORCE_TERMINATE – Prompts the Amazon GameLift Servers service to stop the server process immediately. Amazon GameLift Servers takes action (depending on the type of fleet) to shut down the server process without the normal game session shutdown sequence.   This method is not available for game sessions that are running on Anywhere fleets unless the fleet is deployed with the Amazon GameLift Servers Agent. In this scenario, a force terminate request results in an invalid or bad request exception.
        public let terminationMode: TerminationMode?

        @inlinable
        public init(gameSessionId: String? = nil, terminationMode: TerminationMode? = nil) {
            self.gameSessionId = gameSessionId
            self.terminationMode = terminationMode
        }

        public func validate(name: String) throws {
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionId = "GameSessionId"
            case terminationMode = "TerminationMode"
        }
    }

    public struct TerminateGameSessionOutput: AWSDecodableShape {
        public let gameSession: GameSession?

        @inlinable
        public init(gameSession: GameSession? = nil) {
            self.gameSession = gameSession
        }

        private enum CodingKeys: String, CodingKey {
            case gameSession = "GameSession"
        }
    }

    public struct UDPEndpoint: AWSDecodableShape {
        /// The domain name of the UDP endpoint.
        public let domain: String?
        /// The port number of the UDP endpoint.
        public let port: Int?

        @inlinable
        public init(domain: String? = nil, port: Int? = nil) {
            self.domain = domain
            self.port = port
        }

        private enum CodingKeys: String, CodingKey {
            case domain = "Domain"
            case port = "Port"
        }
    }

    public struct UntagResourceRequest: AWSEncodableShape {
        /// The Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift Servers resource that you want to remove tags from. Amazon GameLift Servers includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a List or Describe operation for the resource type.
        public let resourceARN: String?
        /// A list of one or more tag keys to remove from the specified Amazon GameLift Servers resource.
        public let tagKeys: [String]?

        @inlinable
        public init(resourceARN: String? = nil, tagKeys: [String]? = nil) {
            self.resourceARN = resourceARN
            self.tagKeys = tagKeys
        }

        public func validate(name: String) throws {
            try self.validate(self.resourceARN, name: "resourceARN", parent: name, max: 1011)
            try self.validate(self.resourceARN, name: "resourceARN", parent: name, min: 1)
            try self.tagKeys?.forEach {
                try validate($0, name: "tagKeys[]", parent: name, max: 128)
                try validate($0, name: "tagKeys[]", parent: name, min: 1)
            }
            try self.validate(self.tagKeys, name: "tagKeys", parent: name, max: 200)
        }

        private enum CodingKeys: String, CodingKey {
            case resourceARN = "ResourceARN"
            case tagKeys = "TagKeys"
        }
    }

    public struct UntagResourceResponse: AWSDecodableShape {
        public init() {}
    }

    public struct UpdateAliasInput: AWSEncodableShape {
        /// A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.
        public let aliasId: String?
        /// A human-readable description of the alias.
        public let description: String?
        /// A descriptive label that is associated with an alias. Alias names do not need to be unique.
        public let name: String?
        /// The routing configuration, including routing type and fleet target, for the alias.
        public let routingStrategy: RoutingStrategy?

        @inlinable
        public init(aliasId: String? = nil, description: String? = nil, name: String? = nil, routingStrategy: RoutingStrategy? = nil) {
            self.aliasId = aliasId
            self.description = description
            self.name = name
            self.routingStrategy = routingStrategy
        }

        public func validate(name: String) throws {
            try self.validate(self.aliasId, name: "aliasId", parent: name, pattern: "^alias-\\S+|^arn:.*:alias\\/alias-\\S+$")
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "\\S")
            try self.routingStrategy?.validate(name: "\(name).routingStrategy")
        }

        private enum CodingKeys: String, CodingKey {
            case aliasId = "AliasId"
            case description = "Description"
            case name = "Name"
            case routingStrategy = "RoutingStrategy"
        }
    }

    public struct UpdateAliasOutput: AWSDecodableShape {
        /// The updated alias resource.
        public let alias: Alias?

        @inlinable
        public init(alias: Alias? = nil) {
            self.alias = alias
        }

        private enum CodingKeys: String, CodingKey {
            case alias = "Alias"
        }
    }

    public struct UpdateBuildInput: AWSEncodableShape {
        /// A unique identifier for the build to update. You can use either the build ID or ARN value.
        public let buildId: String?
        /// A descriptive label that is associated with a build. Build names do not need to be unique.
        public let name: String?
        /// Version information that is associated with a build or script. Version strings do not need to be unique.
        public let version: String?

        @inlinable
        public init(buildId: String? = nil, name: String? = nil, version: String? = nil) {
            self.buildId = buildId
            self.name = name
            self.version = version
        }

        public func validate(name: String) throws {
            try self.validate(self.buildId, name: "buildId", parent: name, pattern: "^build-\\S+|^arn:.*:build\\/build-\\S+$")
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.version, name: "version", parent: name, max: 1024)
            try self.validate(self.version, name: "version", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case buildId = "BuildId"
            case name = "Name"
            case version = "Version"
        }
    }

    public struct UpdateBuildOutput: AWSDecodableShape {
        /// The updated build resource.
        public let build: Build?

        @inlinable
        public init(build: Build? = nil) {
            self.build = build
        }

        private enum CodingKeys: String, CodingKey {
            case build = "Build"
        }
    }

    public struct UpdateContainerFleetInput: AWSEncodableShape {
        /// Instructions for how to deploy updates to a container fleet, if the fleet update initiates a deployment. The deployment configuration lets you determine how to replace fleet instances and what actions to take if the deployment fails.
        public let deploymentConfiguration: DeploymentConfiguration?
        /// A meaningful description of the container fleet.
        public let description: String?
        /// A unique identifier for the container fleet to update. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The name or ARN value of a new game server container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value. You can't remove a fleet's game server container group definition, you can only update or replace it with another definition. Update a container group definition by calling  UpdateContainerGroupDefinition.  This operation creates a  ContainerGroupDefinition  resource with an incremented version.
        public let gameServerContainerGroupDefinitionName: String?
        /// The number of times to replicate the game server container group on each fleet instance. By default, Amazon GameLift Servers calculates the maximum number of game server container groups that can fit on each instance. You can remove this property value to use the calculated value, or set it manually. If you set this number manually, Amazon GameLift Servers uses your value as long as it's less than the calculated maximum.
        public let gameServerContainerGroupsPerInstance: Int?
        /// A policy that limits the number of game sessions that each individual player can create on instances in this fleet. The limit applies for a specified span of time.
        public let gameSessionCreationLimitPolicy: GameSessionCreationLimitPolicy?
        /// A revised set of port numbers to open on each fleet instance. By default, Amazon GameLift Servers calculates an optimal port range based on your fleet configuration. If you previously set this parameter manually, you can't reset this to use the calculated settings.
        public let instanceConnectionPortRange: ConnectionPortRange?
        /// A set of ports to add to the container fleet's inbound permissions.
        public let instanceInboundPermissionAuthorizations: [IpPermission]?
        /// A set of ports to remove from the container fleet's inbound permissions.
        public let instanceInboundPermissionRevocations: [IpPermission]?
        /// The method for collecting container logs for the fleet.
        public let logConfiguration: LogConfiguration?
        /// The name of an Amazon Web Services CloudWatch metric group to add this fleet to.
        public let metricGroups: [String]?
        /// The game session protection policy to apply to all new game sessions that are started in this fleet. Game sessions that already exist are not affected.
        public let newGameSessionProtectionPolicy: ProtectionPolicy?
        /// The name or ARN value of a new per-instance container group definition to deploy on the fleet. If you're updating the fleet to a specific version of a container group definition, use the ARN value and include the version number. If you're updating the fleet to the latest version of a container group definition, you can use the name value. Update a container group definition by calling  UpdateContainerGroupDefinition.  This operation creates a  ContainerGroupDefinition  resource with an incremented version.  To remove a fleet's per-instance container group definition, leave this parameter empty and use the parameter RemoveAttributes.
        public let perInstanceContainerGroupDefinitionName: String?
        /// If set, this update removes a fleet's per-instance container group definition. You can't remove a fleet's game server container group definition.
        public let removeAttributes: [ContainerFleetRemoveAttribute]?

        @inlinable
        public init(deploymentConfiguration: DeploymentConfiguration? = nil, description: String? = nil, fleetId: String? = nil, gameServerContainerGroupDefinitionName: String? = nil, gameServerContainerGroupsPerInstance: Int? = nil, gameSessionCreationLimitPolicy: GameSessionCreationLimitPolicy? = nil, instanceConnectionPortRange: ConnectionPortRange? = nil, instanceInboundPermissionAuthorizations: [IpPermission]? = nil, instanceInboundPermissionRevocations: [IpPermission]? = nil, logConfiguration: LogConfiguration? = nil, metricGroups: [String]? = nil, newGameSessionProtectionPolicy: ProtectionPolicy? = nil, perInstanceContainerGroupDefinitionName: String? = nil, removeAttributes: [ContainerFleetRemoveAttribute]? = nil) {
            self.deploymentConfiguration = deploymentConfiguration
            self.description = description
            self.fleetId = fleetId
            self.gameServerContainerGroupDefinitionName = gameServerContainerGroupDefinitionName
            self.gameServerContainerGroupsPerInstance = gameServerContainerGroupsPerInstance
            self.gameSessionCreationLimitPolicy = gameSessionCreationLimitPolicy
            self.instanceConnectionPortRange = instanceConnectionPortRange
            self.instanceInboundPermissionAuthorizations = instanceInboundPermissionAuthorizations
            self.instanceInboundPermissionRevocations = instanceInboundPermissionRevocations
            self.logConfiguration = logConfiguration
            self.metricGroups = metricGroups
            self.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy
            self.perInstanceContainerGroupDefinitionName = perInstanceContainerGroupDefinitionName
            self.removeAttributes = removeAttributes
        }

        public func validate(name: String) throws {
            try self.deploymentConfiguration?.validate(name: "\(name).deploymentConfiguration")
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.gameServerContainerGroupDefinitionName, name: "gameServerContainerGroupDefinitionName", parent: name, max: 512)
            try self.validate(self.gameServerContainerGroupDefinitionName, name: "gameServerContainerGroupDefinitionName", parent: name, min: 1)
            try self.validate(self.gameServerContainerGroupDefinitionName, name: "gameServerContainerGroupDefinitionName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.gameServerContainerGroupsPerInstance, name: "gameServerContainerGroupsPerInstance", parent: name, max: 5000)
            try self.validate(self.gameServerContainerGroupsPerInstance, name: "gameServerContainerGroupsPerInstance", parent: name, min: 1)
            try self.gameSessionCreationLimitPolicy?.validate(name: "\(name).gameSessionCreationLimitPolicy")
            try self.instanceConnectionPortRange?.validate(name: "\(name).instanceConnectionPortRange")
            try self.instanceInboundPermissionAuthorizations?.forEach {
                try $0.validate(name: "\(name).instanceInboundPermissionAuthorizations[]")
            }
            try self.validate(self.instanceInboundPermissionAuthorizations, name: "instanceInboundPermissionAuthorizations", parent: name, max: 50)
            try self.instanceInboundPermissionRevocations?.forEach {
                try $0.validate(name: "\(name).instanceInboundPermissionRevocations[]")
            }
            try self.validate(self.instanceInboundPermissionRevocations, name: "instanceInboundPermissionRevocations", parent: name, max: 50)
            try self.logConfiguration?.validate(name: "\(name).logConfiguration")
            try self.metricGroups?.forEach {
                try validate($0, name: "metricGroups[]", parent: name, max: 255)
                try validate($0, name: "metricGroups[]", parent: name, min: 1)
            }
            try self.validate(self.metricGroups, name: "metricGroups", parent: name, max: 1)
            try self.validate(self.perInstanceContainerGroupDefinitionName, name: "perInstanceContainerGroupDefinitionName", parent: name, max: 512)
            try self.validate(self.perInstanceContainerGroupDefinitionName, name: "perInstanceContainerGroupDefinitionName", parent: name, min: 1)
            try self.validate(self.perInstanceContainerGroupDefinitionName, name: "perInstanceContainerGroupDefinitionName", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.removeAttributes, name: "removeAttributes", parent: name, max: 1)
            try self.validate(self.removeAttributes, name: "removeAttributes", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case deploymentConfiguration = "DeploymentConfiguration"
            case description = "Description"
            case fleetId = "FleetId"
            case gameServerContainerGroupDefinitionName = "GameServerContainerGroupDefinitionName"
            case gameServerContainerGroupsPerInstance = "GameServerContainerGroupsPerInstance"
            case gameSessionCreationLimitPolicy = "GameSessionCreationLimitPolicy"
            case instanceConnectionPortRange = "InstanceConnectionPortRange"
            case instanceInboundPermissionAuthorizations = "InstanceInboundPermissionAuthorizations"
            case instanceInboundPermissionRevocations = "InstanceInboundPermissionRevocations"
            case logConfiguration = "LogConfiguration"
            case metricGroups = "MetricGroups"
            case newGameSessionProtectionPolicy = "NewGameSessionProtectionPolicy"
            case perInstanceContainerGroupDefinitionName = "PerInstanceContainerGroupDefinitionName"
            case removeAttributes = "RemoveAttributes"
        }
    }

    public struct UpdateContainerFleetOutput: AWSDecodableShape {
        /// A collection of container fleet objects for all fleets that match the request criteria.
        public let containerFleet: ContainerFleet?

        @inlinable
        public init(containerFleet: ContainerFleet? = nil) {
            self.containerFleet = containerFleet
        }

        private enum CodingKeys: String, CodingKey {
            case containerFleet = "ContainerFleet"
        }
    }

    public struct UpdateContainerGroupDefinitionInput: AWSEncodableShape {
        /// An updated definition for the game server container in this group. Define a game server container only when the container group type is GAME_SERVER. You can pass in your container definitions as a JSON file.
        public let gameServerContainerDefinition: GameServerContainerDefinitionInput?
        /// A descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.
        public let name: String?
        /// The platform that all containers in the group use. Containers in a group must run on the same operating system.  Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See  Migrate to server SDK version 5.
        public let operatingSystem: ContainerOperatingSystem?
        /// The container group definition version to update. The new version starts with values from the source version, and then updates values included in this request.
        public let sourceVersionNumber: Int?
        /// One or more definitions for support containers in this group. You can define a support container in any type of container group. You can pass in your container definitions as a JSON file.
        public let supportContainerDefinitions: [SupportContainerDefinitionInput]?
        /// The maximum amount of memory (in MiB) to allocate to the container group. All containers in the group share this memory. If you specify memory limits for an individual container, the total value must be greater than any individual container's memory limit.
        public let totalMemoryLimitMebibytes: Int?
        /// The maximum amount of vCPU units to allocate to the container group (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify vCPU limits for individual containers, the total value must be equal to or greater than the sum of the CPU limits for all containers in the group.
        public let totalVcpuLimit: Double?
        /// A description for this update to the container group definition.
        public let versionDescription: String?

        @inlinable
        public init(gameServerContainerDefinition: GameServerContainerDefinitionInput? = nil, name: String? = nil, operatingSystem: ContainerOperatingSystem? = nil, sourceVersionNumber: Int? = nil, supportContainerDefinitions: [SupportContainerDefinitionInput]? = nil, totalMemoryLimitMebibytes: Int? = nil, totalVcpuLimit: Double? = nil, versionDescription: String? = nil) {
            self.gameServerContainerDefinition = gameServerContainerDefinition
            self.name = name
            self.operatingSystem = operatingSystem
            self.sourceVersionNumber = sourceVersionNumber
            self.supportContainerDefinitions = supportContainerDefinitions
            self.totalMemoryLimitMebibytes = totalMemoryLimitMebibytes
            self.totalVcpuLimit = totalVcpuLimit
            self.versionDescription = versionDescription
        }

        public func validate(name: String) throws {
            try self.gameServerContainerDefinition?.validate(name: "\(name).gameServerContainerDefinition")
            try self.validate(self.name, name: "name", parent: name, max: 512)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9\\-]+$|^arn:.*:containergroupdefinition\\/[a-zA-Z0-9\\-]+(:[0-9]+)?$")
            try self.validate(self.sourceVersionNumber, name: "sourceVersionNumber", parent: name, min: 1)
            try self.supportContainerDefinitions?.forEach {
                try $0.validate(name: "\(name).supportContainerDefinitions[]")
            }
            try self.validate(self.supportContainerDefinitions, name: "supportContainerDefinitions", parent: name, max: 10)
            try self.validate(self.totalMemoryLimitMebibytes, name: "totalMemoryLimitMebibytes", parent: name, max: 1024000)
            try self.validate(self.totalMemoryLimitMebibytes, name: "totalMemoryLimitMebibytes", parent: name, min: 4)
            try self.validate(self.totalVcpuLimit, name: "totalVcpuLimit", parent: name, max: 10.0)
            try self.validate(self.totalVcpuLimit, name: "totalVcpuLimit", parent: name, min: 0.125)
            try self.validate(self.versionDescription, name: "versionDescription", parent: name, max: 1024)
            try self.validate(self.versionDescription, name: "versionDescription", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerContainerDefinition = "GameServerContainerDefinition"
            case name = "Name"
            case operatingSystem = "OperatingSystem"
            case sourceVersionNumber = "SourceVersionNumber"
            case supportContainerDefinitions = "SupportContainerDefinitions"
            case totalMemoryLimitMebibytes = "TotalMemoryLimitMebibytes"
            case totalVcpuLimit = "TotalVcpuLimit"
            case versionDescription = "VersionDescription"
        }
    }

    public struct UpdateContainerGroupDefinitionOutput: AWSDecodableShape {
        /// The properties of the updated container group definition version.
        public let containerGroupDefinition: ContainerGroupDefinition?

        @inlinable
        public init(containerGroupDefinition: ContainerGroupDefinition? = nil) {
            self.containerGroupDefinition = containerGroupDefinition
        }

        private enum CodingKeys: String, CodingKey {
            case containerGroupDefinition = "ContainerGroupDefinition"
        }
    }

    public struct UpdateFleetAttributesInput: AWSEncodableShape {
        /// Amazon GameLift Servers Anywhere configuration options.
        public let anywhereConfiguration: AnywhereConfiguration?
        /// A human-readable description of a fleet.
        public let description: String?
        /// A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
        public let metricGroups: [String]?
        /// A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
        public let name: String?
        /// The game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .    NoProtection -- The game session can be terminated during a scale-down event.    FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
        public let newGameSessionProtectionPolicy: ProtectionPolicy?
        /// Policy settings that limit the number of game sessions an individual player can create over a span of time.
        public let resourceCreationLimitPolicy: ResourceCreationLimitPolicy?

        @inlinable
        public init(anywhereConfiguration: AnywhereConfiguration? = nil, description: String? = nil, fleetId: String? = nil, metricGroups: [String]? = nil, name: String? = nil, newGameSessionProtectionPolicy: ProtectionPolicy? = nil, resourceCreationLimitPolicy: ResourceCreationLimitPolicy? = nil) {
            self.anywhereConfiguration = anywhereConfiguration
            self.description = description
            self.fleetId = fleetId
            self.metricGroups = metricGroups
            self.name = name
            self.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy
            self.resourceCreationLimitPolicy = resourceCreationLimitPolicy
        }

        public func validate(name: String) throws {
            try self.anywhereConfiguration?.validate(name: "\(name).anywhereConfiguration")
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.metricGroups?.forEach {
                try validate($0, name: "metricGroups[]", parent: name, max: 255)
                try validate($0, name: "metricGroups[]", parent: name, min: 1)
            }
            try self.validate(self.metricGroups, name: "metricGroups", parent: name, max: 1)
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.resourceCreationLimitPolicy?.validate(name: "\(name).resourceCreationLimitPolicy")
        }

        private enum CodingKeys: String, CodingKey {
            case anywhereConfiguration = "AnywhereConfiguration"
            case description = "Description"
            case fleetId = "FleetId"
            case metricGroups = "MetricGroups"
            case name = "Name"
            case newGameSessionProtectionPolicy = "NewGameSessionProtectionPolicy"
            case resourceCreationLimitPolicy = "ResourceCreationLimitPolicy"
        }
    }

    public struct UpdateFleetAttributesOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that was updated.
        public let fleetId: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
        }
    }

    public struct UpdateFleetCapacityInput: AWSEncodableShape {
        /// The number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits. Changes in desired instance value can take up to 1 minute to be reflected when viewing the fleet's capacity settings.
        public let desiredInstances: Int?
        /// A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// The name of a remote location to update fleet capacity settings for, in the form of an Amazon Web Services Region code such as us-west-2.
        public let location: String?
        /// The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.
        public let maxSize: Int?
        /// The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.
        public let minSize: Int?

        @inlinable
        public init(desiredInstances: Int? = nil, fleetId: String? = nil, location: String? = nil, maxSize: Int? = nil, minSize: Int? = nil) {
            self.desiredInstances = desiredInstances
            self.fleetId = fleetId
            self.location = location
            self.maxSize = maxSize
            self.minSize = minSize
        }

        public func validate(name: String) throws {
            try self.validate(self.desiredInstances, name: "desiredInstances", parent: name, min: 0)
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.validate(self.location, name: "location", parent: name, max: 64)
            try self.validate(self.location, name: "location", parent: name, min: 1)
            try self.validate(self.location, name: "location", parent: name, pattern: "^[A-Za-z0-9\\-]+$")
            try self.validate(self.maxSize, name: "maxSize", parent: name, min: 0)
            try self.validate(self.minSize, name: "minSize", parent: name, min: 0)
        }

        private enum CodingKeys: String, CodingKey {
            case desiredInstances = "DesiredInstances"
            case fleetId = "FleetId"
            case location = "Location"
            case maxSize = "MaxSize"
            case minSize = "MinSize"
        }
    }

    public struct UpdateFleetCapacityOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that was updated.
        public let fleetId: String?
        /// The remote location being updated, expressed as an Amazon Web Services Region code, such as us-west-2.
        public let location: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil, location: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.location = location
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case location = "Location"
        }
    }

    public struct UpdateFleetPortSettingsInput: AWSEncodableShape {
        /// A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// A collection of port settings to be added to the fleet resource.
        public let inboundPermissionAuthorizations: [IpPermission]?
        /// A collection of port settings to be removed from the fleet resource.
        public let inboundPermissionRevocations: [IpPermission]?

        @inlinable
        public init(fleetId: String? = nil, inboundPermissionAuthorizations: [IpPermission]? = nil, inboundPermissionRevocations: [IpPermission]? = nil) {
            self.fleetId = fleetId
            self.inboundPermissionAuthorizations = inboundPermissionAuthorizations
            self.inboundPermissionRevocations = inboundPermissionRevocations
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.inboundPermissionAuthorizations?.forEach {
                try $0.validate(name: "\(name).inboundPermissionAuthorizations[]")
            }
            try self.validate(self.inboundPermissionAuthorizations, name: "inboundPermissionAuthorizations", parent: name, max: 50)
            try self.inboundPermissionRevocations?.forEach {
                try $0.validate(name: "\(name).inboundPermissionRevocations[]")
            }
            try self.validate(self.inboundPermissionRevocations, name: "inboundPermissionRevocations", parent: name, max: 50)
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case inboundPermissionAuthorizations = "InboundPermissionAuthorizations"
            case inboundPermissionRevocations = "InboundPermissionRevocations"
        }
    }

    public struct UpdateFleetPortSettingsOutput: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
        public let fleetArn: String?
        /// A unique identifier for the fleet that was updated.
        public let fleetId: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
        }
    }

    public struct UpdateGameServerGroupInput: AWSEncodableShape {
        /// Indicates how Amazon GameLift Servers FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:    SPOT_ONLY - Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced.    SPOT_PREFERRED - (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances.    ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
        public let balancingStrategy: BalancingStrategy?
        /// A unique identifier for the game server group. Use either the name or ARN value.
        public let gameServerGroupName: String?
        /// A flag that indicates whether instances in the game server group are protected  from early termination. Unprotected instances that have active game servers running might  be terminated during a scale-down event, causing players to be dropped from the game.  Protected instances cannot be terminated while there are active game servers running except  in the event of a forced game server group deletion (see ). An exception to this is with Spot  Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to NO_PROTECTION by default.
        public let gameServerProtectionPolicy: GameServerProtectionPolicy?
        /// An updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift Servers FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value "1". For more information about capacity weighting, see  Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
        public let instanceDefinitions: [InstanceDefinition]?
        /// The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift Servers to access your Amazon EC2 Auto Scaling groups.
        public let roleArn: String?

        @inlinable
        public init(balancingStrategy: BalancingStrategy? = nil, gameServerGroupName: String? = nil, gameServerProtectionPolicy: GameServerProtectionPolicy? = nil, instanceDefinitions: [InstanceDefinition]? = nil, roleArn: String? = nil) {
            self.balancingStrategy = balancingStrategy
            self.gameServerGroupName = gameServerGroupName
            self.gameServerProtectionPolicy = gameServerProtectionPolicy
            self.instanceDefinitions = instanceDefinitions
            self.roleArn = roleArn
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.instanceDefinitions?.forEach {
                try $0.validate(name: "\(name).instanceDefinitions[]")
            }
            try self.validate(self.instanceDefinitions, name: "instanceDefinitions", parent: name, max: 20)
            try self.validate(self.instanceDefinitions, name: "instanceDefinitions", parent: name, min: 2)
            try self.validate(self.roleArn, name: "roleArn", parent: name, max: 256)
            try self.validate(self.roleArn, name: "roleArn", parent: name, min: 1)
            try self.validate(self.roleArn, name: "roleArn", parent: name, pattern: "^arn:.*:role\\/[\\w+=,.@-]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case balancingStrategy = "BalancingStrategy"
            case gameServerGroupName = "GameServerGroupName"
            case gameServerProtectionPolicy = "GameServerProtectionPolicy"
            case instanceDefinitions = "InstanceDefinitions"
            case roleArn = "RoleArn"
        }
    }

    public struct UpdateGameServerGroupOutput: AWSDecodableShape {
        /// An object that describes the game server group resource with updated properties.
        public let gameServerGroup: GameServerGroup?

        @inlinable
        public init(gameServerGroup: GameServerGroup? = nil) {
            self.gameServerGroup = gameServerGroup
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerGroup = "GameServerGroup"
        }
    }

    public struct UpdateGameServerInput: AWSEncodableShape {
        /// A set of custom game server properties, formatted as a single string value. This data  is passed to a game client or service when it requests information on game servers.
        public let gameServerData: String?
        /// A unique identifier for the game server group where the game server is running.
        public let gameServerGroupName: String?
        /// A custom string that uniquely identifies the game server to update.
        public let gameServerId: String?
        /// Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.
        public let healthCheck: GameServerHealthCheck?
        /// Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE to UTILIZED, but you can't change a the status from UTILIZED to AVAILABLE.
        public let utilizationStatus: GameServerUtilizationStatus?

        @inlinable
        public init(gameServerData: String? = nil, gameServerGroupName: String? = nil, gameServerId: String? = nil, healthCheck: GameServerHealthCheck? = nil, utilizationStatus: GameServerUtilizationStatus? = nil) {
            self.gameServerData = gameServerData
            self.gameServerGroupName = gameServerGroupName
            self.gameServerId = gameServerId
            self.healthCheck = healthCheck
            self.utilizationStatus = utilizationStatus
        }

        public func validate(name: String) throws {
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, max: 1024)
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, min: 1)
            try self.validate(self.gameServerData, name: "gameServerData", parent: name, pattern: "\\S")
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, max: 256)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, min: 1)
            try self.validate(self.gameServerGroupName, name: "gameServerGroupName", parent: name, pattern: "^[a-zA-Z0-9-\\.]+|^arn:.*:gameservergroup\\/[a-zA-Z0-9-\\.]+$")
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, max: 128)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, min: 3)
            try self.validate(self.gameServerId, name: "gameServerId", parent: name, pattern: "^[a-zA-Z0-9-\\.]+$")
        }

        private enum CodingKeys: String, CodingKey {
            case gameServerData = "GameServerData"
            case gameServerGroupName = "GameServerGroupName"
            case gameServerId = "GameServerId"
            case healthCheck = "HealthCheck"
            case utilizationStatus = "UtilizationStatus"
        }
    }

    public struct UpdateGameServerOutput: AWSDecodableShape {
        /// Object that describes the newly updated game server.
        public let gameServer: GameServer?

        @inlinable
        public init(gameServer: GameServer? = nil) {
            self.gameServer = gameServer
        }

        private enum CodingKeys: String, CodingKey {
            case gameServer = "GameServer"
        }
    }

    public struct UpdateGameSessionInput: AWSEncodableShape {
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see Update the value of a game property.
        public let gameProperties: [GameProperty]?
        /// A unique identifier for the game session to update.
        public let gameSessionId: String?
        /// The maximum number of players that can be connected simultaneously to the game session.
        public let maximumPlayerSessionCount: Int?
        /// A descriptive label that is associated with a game session. Session names do not need to be unique.
        public let name: String?
        /// A policy that determines whether the game session is accepting new players.
        public let playerSessionCreationPolicy: PlayerSessionCreationPolicy?
        /// Game session protection policy to apply to this game session only.    NoProtection -- The game session can be terminated during a scale-down event.    FullProtection -- If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
        public let protectionPolicy: ProtectionPolicy?

        @inlinable
        public init(gameProperties: [GameProperty]? = nil, gameSessionId: String? = nil, maximumPlayerSessionCount: Int? = nil, name: String? = nil, playerSessionCreationPolicy: PlayerSessionCreationPolicy? = nil, protectionPolicy: ProtectionPolicy? = nil) {
            self.gameProperties = gameProperties
            self.gameSessionId = gameSessionId
            self.maximumPlayerSessionCount = maximumPlayerSessionCount
            self.name = name
            self.playerSessionCreationPolicy = playerSessionCreationPolicy
            self.protectionPolicy = protectionPolicy
        }

        public func validate(name: String) throws {
            try self.gameProperties?.forEach {
                try $0.validate(name: "\(name).gameProperties[]")
            }
            try self.validate(self.gameProperties, name: "gameProperties", parent: name, max: 16)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, max: 512)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, min: 1)
            try self.validate(self.gameSessionId, name: "gameSessionId", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            try self.validate(self.maximumPlayerSessionCount, name: "maximumPlayerSessionCount", parent: name, min: 0)
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case gameProperties = "GameProperties"
            case gameSessionId = "GameSessionId"
            case maximumPlayerSessionCount = "MaximumPlayerSessionCount"
            case name = "Name"
            case playerSessionCreationPolicy = "PlayerSessionCreationPolicy"
            case protectionPolicy = "ProtectionPolicy"
        }
    }

    public struct UpdateGameSessionOutput: AWSDecodableShape {
        /// The updated game session properties.
        public let gameSession: GameSession?

        @inlinable
        public init(gameSession: GameSession? = nil) {
            self.gameSession = gameSession
        }

        private enum CodingKeys: String, CodingKey {
            case gameSession = "GameSession"
        }
    }

    public struct UpdateGameSessionQueueInput: AWSEncodableShape {
        /// Information to be added to all events that are related to this game session queue.
        public let customEventData: String?
        /// A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.  Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.
        public let destinations: [GameSessionQueueDestination]?
        /// A list of locations where a queue is allowed to place new game sessions. Locations  are specified in the form of Amazon Web Services Region codes, such as us-west-2. If this parameter is  not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.
        public let filterConfiguration: FilterConfiguration?
        /// A descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
        public let name: String?
        /// An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
        public let notificationTarget: String?
        /// A set of policies that enforce a sliding cap on player latency when processing game sessions placement requests.
        /// 	Use multiple policies to gradually relax the cap over time if Amazon GameLift Servers can't make a placement.
        /// 	    Policies are evaluated in order starting with the lowest maximum latency value. When updating policies, provide a complete collection of policies.
        public let playerLatencyPolicies: [PlayerLatencyPolicy]?
        /// Custom settings to use when prioritizing destinations and locations for game session placements. This  configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly  named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.
        public let priorityConfiguration: PriorityConfiguration?
        /// The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.
        public let timeoutInSeconds: Int?

        @inlinable
        public init(customEventData: String? = nil, destinations: [GameSessionQueueDestination]? = nil, filterConfiguration: FilterConfiguration? = nil, name: String? = nil, notificationTarget: String? = nil, playerLatencyPolicies: [PlayerLatencyPolicy]? = nil, priorityConfiguration: PriorityConfiguration? = nil, timeoutInSeconds: Int? = nil) {
            self.customEventData = customEventData
            self.destinations = destinations
            self.filterConfiguration = filterConfiguration
            self.name = name
            self.notificationTarget = notificationTarget
            self.playerLatencyPolicies = playerLatencyPolicies
            self.priorityConfiguration = priorityConfiguration
            self.timeoutInSeconds = timeoutInSeconds
        }

        public func validate(name: String) throws {
            try self.validate(self.customEventData, name: "customEventData", parent: name, max: 256)
            try self.validate(self.customEventData, name: "customEventData", parent: name, pattern: "^[\\s\\S]*$")
            try self.destinations?.forEach {
                try $0.validate(name: "\(name).destinations[]")
            }
            try self.filterConfiguration?.validate(name: "\(name).filterConfiguration")
            try self.validate(self.name, name: "name", parent: name, max: 256)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-]+|^arn:.*:gamesessionqueue\\/[a-zA-Z0-9-]+$")
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, max: 300)
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, pattern: "^[a-zA-Z0-9:_-]*(\\.fifo)?$")
            try self.playerLatencyPolicies?.forEach {
                try $0.validate(name: "\(name).playerLatencyPolicies[]")
            }
            try self.priorityConfiguration?.validate(name: "\(name).priorityConfiguration")
            try self.validate(self.timeoutInSeconds, name: "timeoutInSeconds", parent: name, min: 0)
        }

        private enum CodingKeys: String, CodingKey {
            case customEventData = "CustomEventData"
            case destinations = "Destinations"
            case filterConfiguration = "FilterConfiguration"
            case name = "Name"
            case notificationTarget = "NotificationTarget"
            case playerLatencyPolicies = "PlayerLatencyPolicies"
            case priorityConfiguration = "PriorityConfiguration"
            case timeoutInSeconds = "TimeoutInSeconds"
        }
    }

    public struct UpdateGameSessionQueueOutput: AWSDecodableShape {
        /// An object that describes the newly updated game session queue.
        public let gameSessionQueue: GameSessionQueue?

        @inlinable
        public init(gameSessionQueue: GameSessionQueue? = nil) {
            self.gameSessionQueue = gameSessionQueue
        }

        private enum CodingKeys: String, CodingKey {
            case gameSessionQueue = "GameSessionQueue"
        }
    }

    public struct UpdateMatchmakingConfigurationInput: AWSEncodableShape {
        /// A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE to indicate when a completed potential match is waiting for player acceptance.
        public let acceptanceRequired: Bool?
        /// The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
        public let acceptanceTimeoutSeconds: Int?
        /// The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies  a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.
        public let additionalPlayerCount: Int?
        /// The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a match backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.
        public let backfillMode: BackfillMode?
        /// Information to add to all events related to the matchmaking configuration.
        public let customEventData: String?
        /// A description for the matchmaking configuration.
        public let description: String?
        /// Indicates whether this matchmaking configuration is being used with Amazon GameLift Servers hosting or as a standalone matchmaking solution.     STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a  MatchmakingSucceeded event.    WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift Servers queue to start a game session for the match.
        public let flexMatchMode: FlexMatchMode?
        /// A set of key-value pairs that can store custom data in a game session. For example: {"Key": "difficulty", "Value": "novice"}. This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
        public let gameProperties: [GameProperty]?
        /// A set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session. For more information, see Start a game session. This information is added to the game session that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.
        public let gameSessionData: String?
        /// The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift Servers game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new Amazon GameLift Servers-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.
        public let gameSessionQueueArns: [String]?
        /// A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
        public let name: String?
        /// An SNS topic ARN that is set up to receive matchmaking notifications. See  Setting up notifications for matchmaking for more information.
        public let notificationTarget: String?
        /// The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
        public let requestTimeoutSeconds: Int?
        /// A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
        public let ruleSetName: String?

        @inlinable
        public init(acceptanceRequired: Bool? = nil, acceptanceTimeoutSeconds: Int? = nil, additionalPlayerCount: Int? = nil, backfillMode: BackfillMode? = nil, customEventData: String? = nil, description: String? = nil, flexMatchMode: FlexMatchMode? = nil, gameProperties: [GameProperty]? = nil, gameSessionData: String? = nil, gameSessionQueueArns: [String]? = nil, name: String? = nil, notificationTarget: String? = nil, requestTimeoutSeconds: Int? = nil, ruleSetName: String? = nil) {
            self.acceptanceRequired = acceptanceRequired
            self.acceptanceTimeoutSeconds = acceptanceTimeoutSeconds
            self.additionalPlayerCount = additionalPlayerCount
            self.backfillMode = backfillMode
            self.customEventData = customEventData
            self.description = description
            self.flexMatchMode = flexMatchMode
            self.gameProperties = gameProperties
            self.gameSessionData = gameSessionData
            self.gameSessionQueueArns = gameSessionQueueArns
            self.name = name
            self.notificationTarget = notificationTarget
            self.requestTimeoutSeconds = requestTimeoutSeconds
            self.ruleSetName = ruleSetName
        }

        public func validate(name: String) throws {
            try self.validate(self.acceptanceTimeoutSeconds, name: "acceptanceTimeoutSeconds", parent: name, max: 600)
            try self.validate(self.acceptanceTimeoutSeconds, name: "acceptanceTimeoutSeconds", parent: name, min: 1)
            try self.validate(self.additionalPlayerCount, name: "additionalPlayerCount", parent: name, min: 0)
            try self.validate(self.customEventData, name: "customEventData", parent: name, max: 256)
            try self.validate(self.description, name: "description", parent: name, max: 1024)
            try self.validate(self.description, name: "description", parent: name, min: 1)
            try self.gameProperties?.forEach {
                try $0.validate(name: "\(name).gameProperties[]")
            }
            try self.validate(self.gameProperties, name: "gameProperties", parent: name, max: 16)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, max: 4096)
            try self.validate(self.gameSessionData, name: "gameSessionData", parent: name, min: 1)
            try self.gameSessionQueueArns?.forEach {
                try validate($0, name: "gameSessionQueueArns[]", parent: name, max: 512)
                try validate($0, name: "gameSessionQueueArns[]", parent: name, min: 1)
                try validate($0, name: "gameSessionQueueArns[]", parent: name, pattern: "^[a-zA-Z0-9:/-]+$")
            }
            try self.validate(self.name, name: "name", parent: name, max: 256)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.name, name: "name", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingconfiguration\\/[a-zA-Z0-9-\\.]*$")
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, max: 300)
            try self.validate(self.notificationTarget, name: "notificationTarget", parent: name, pattern: "^[a-zA-Z0-9:_/-]*(.fifo)?$")
            try self.validate(self.requestTimeoutSeconds, name: "requestTimeoutSeconds", parent: name, max: 43200)
            try self.validate(self.requestTimeoutSeconds, name: "requestTimeoutSeconds", parent: name, min: 1)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, max: 256)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, min: 1)
            try self.validate(self.ruleSetName, name: "ruleSetName", parent: name, pattern: "^[a-zA-Z0-9-\\.]*|^arn:.*:matchmakingruleset\\/[a-zA-Z0-9-\\.]*$")
        }

        private enum CodingKeys: String, CodingKey {
            case acceptanceRequired = "AcceptanceRequired"
            case acceptanceTimeoutSeconds = "AcceptanceTimeoutSeconds"
            case additionalPlayerCount = "AdditionalPlayerCount"
            case backfillMode = "BackfillMode"
            case customEventData = "CustomEventData"
            case description = "Description"
            case flexMatchMode = "FlexMatchMode"
            case gameProperties = "GameProperties"
            case gameSessionData = "GameSessionData"
            case gameSessionQueueArns = "GameSessionQueueArns"
            case name = "Name"
            case notificationTarget = "NotificationTarget"
            case requestTimeoutSeconds = "RequestTimeoutSeconds"
            case ruleSetName = "RuleSetName"
        }
    }

    public struct UpdateMatchmakingConfigurationOutput: AWSDecodableShape {
        /// The updated matchmaking configuration.
        public let configuration: MatchmakingConfiguration?

        @inlinable
        public init(configuration: MatchmakingConfiguration? = nil) {
            self.configuration = configuration
        }

        private enum CodingKeys: String, CodingKey {
            case configuration = "Configuration"
        }
    }

    public struct UpdateRuntimeConfigurationInput: AWSEncodableShape {
        /// A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.
        public let fleetId: String?
        /// Instructions for launching server processes on fleet computes. Server processes run either a custom game build executable or a Amazon GameLift Servers Realtime script. The runtime configuration lists the types of server processes to run, how to launch them, and the number of processes to run concurrently.
        public let runtimeConfiguration: RuntimeConfiguration?

        @inlinable
        public init(fleetId: String? = nil, runtimeConfiguration: RuntimeConfiguration? = nil) {
            self.fleetId = fleetId
            self.runtimeConfiguration = runtimeConfiguration
        }

        public func validate(name: String) throws {
            try self.validate(self.fleetId, name: "fleetId", parent: name, max: 512)
            try self.validate(self.fleetId, name: "fleetId", parent: name, min: 1)
            try self.validate(self.fleetId, name: "fleetId", parent: name, pattern: "^[a-z]*fleet-[a-zA-Z0-9\\-]+$|^arn:.*:[a-z]*fleet\\/[a-z]*fleet-[a-zA-Z0-9\\-]+$")
            try self.runtimeConfiguration?.validate(name: "\(name).runtimeConfiguration")
        }

        private enum CodingKeys: String, CodingKey {
            case fleetId = "FleetId"
            case runtimeConfiguration = "RuntimeConfiguration"
        }
    }

    public struct UpdateRuntimeConfigurationOutput: AWSDecodableShape {
        /// The runtime configuration currently in use by computes in the fleet. If the update is successful, all property changes are shown.
        public let runtimeConfiguration: RuntimeConfiguration?

        @inlinable
        public init(runtimeConfiguration: RuntimeConfiguration? = nil) {
            self.runtimeConfiguration = runtimeConfiguration
        }

        private enum CodingKeys: String, CodingKey {
            case runtimeConfiguration = "RuntimeConfiguration"
        }
    }

    public struct UpdateScriptInput: AWSEncodableShape {
        /// A descriptive label that is associated with a script. Script names do not need to be unique.
        public let name: String?
        /// A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.
        public let scriptId: String?
        /// The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift Servers to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.
        public let storageLocation: S3Location?
        /// Version information that is associated with a build or script. Version strings do not need to be unique.
        public let version: String?
        /// A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB. When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.
        public let zipFile: AWSBase64Data?

        @inlinable
        public init(name: String? = nil, scriptId: String? = nil, storageLocation: S3Location? = nil, version: String? = nil, zipFile: AWSBase64Data? = nil) {
            self.name = name
            self.scriptId = scriptId
            self.storageLocation = storageLocation
            self.version = version
            self.zipFile = zipFile
        }

        public func validate(name: String) throws {
            try self.validate(self.name, name: "name", parent: name, max: 1024)
            try self.validate(self.name, name: "name", parent: name, min: 1)
            try self.validate(self.scriptId, name: "scriptId", parent: name, pattern: "^script-\\S+|^arn:.*:script\\/script-\\S+$")
            try self.storageLocation?.validate(name: "\(name).storageLocation")
            try self.validate(self.version, name: "version", parent: name, max: 1024)
            try self.validate(self.version, name: "version", parent: name, min: 1)
            try self.validate(self.zipFile, name: "zipFile", parent: name, max: 5000000)
        }

        private enum CodingKeys: String, CodingKey {
            case name = "Name"
            case scriptId = "ScriptId"
            case storageLocation = "StorageLocation"
            case version = "Version"
            case zipFile = "ZipFile"
        }
    }

    public struct UpdateScriptOutput: AWSDecodableShape {
        /// The newly created script record with a unique script ID. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift Servers service.
        public let script: Script?

        @inlinable
        public init(script: Script? = nil) {
            self.script = script
        }

        private enum CodingKeys: String, CodingKey {
            case script = "Script"
        }
    }

    public struct ValidateMatchmakingRuleSetInput: AWSEncodableShape {
        /// A collection of matchmaking rules to validate, formatted as a JSON string.
        public let ruleSetBody: String?

        @inlinable
        public init(ruleSetBody: String? = nil) {
            self.ruleSetBody = ruleSetBody
        }

        public func validate(name: String) throws {
            try self.validate(self.ruleSetBody, name: "ruleSetBody", parent: name, max: 65535)
            try self.validate(self.ruleSetBody, name: "ruleSetBody", parent: name, min: 1)
        }

        private enum CodingKeys: String, CodingKey {
            case ruleSetBody = "RuleSetBody"
        }
    }

    public struct ValidateMatchmakingRuleSetOutput: AWSDecodableShape {
        /// A response indicating whether the rule set is valid.
        public let valid: Bool?

        @inlinable
        public init(valid: Bool? = nil) {
            self.valid = valid
        }

        private enum CodingKeys: String, CodingKey {
            case valid = "Valid"
        }
    }

    public struct VpcPeeringAuthorization: AWSDecodableShape {
        /// Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let creationTime: Date?
        /// Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
        public let expirationTime: Date?
        /// A unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift Servers fleet.  You can find your Account ID in the Amazon Web Services Management Console under account settings.
        public let gameLiftAwsAccountId: String?
        /// The authorization's peer VPC Amazon Web Services account ID.
        public let peerVpcAwsAccountId: String?
        /// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the  VPC Dashboard in the Amazon Web Services Management Console.  Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.
        public let peerVpcId: String?

        @inlinable
        public init(creationTime: Date? = nil, expirationTime: Date? = nil, gameLiftAwsAccountId: String? = nil, peerVpcAwsAccountId: String? = nil, peerVpcId: String? = nil) {
            self.creationTime = creationTime
            self.expirationTime = expirationTime
            self.gameLiftAwsAccountId = gameLiftAwsAccountId
            self.peerVpcAwsAccountId = peerVpcAwsAccountId
            self.peerVpcId = peerVpcId
        }

        private enum CodingKeys: String, CodingKey {
            case creationTime = "CreationTime"
            case expirationTime = "ExpirationTime"
            case gameLiftAwsAccountId = "GameLiftAwsAccountId"
            case peerVpcAwsAccountId = "PeerVpcAwsAccountId"
            case peerVpcId = "PeerVpcId"
        }
    }

    public struct VpcPeeringConnection: AWSDecodableShape {
        /// The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.
        public let fleetArn: String?
        /// A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift Servers VPC for your fleet.
        public let fleetId: String?
        /// A unique identifier for the VPC that contains the Amazon GameLift Servers fleet for this connection. This VPC is managed by Amazon GameLift Servers and does not appear in your Amazon Web Services account.
        public let gameLiftVpcId: String?
        /// CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.
        public let ipV4CidrBlock: String?
        /// A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the  VPC Dashboard in the Amazon Web Services Management Console.  Learn more about VPC peering in VPC Peering with Amazon GameLift Servers Fleets.
        public let peerVpcId: String?
        /// The status information about the connection. Status indicates if a connection is pending, successful, or failed.
        public let status: VpcPeeringConnectionStatus?
        /// A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection.
        public let vpcPeeringConnectionId: String?

        @inlinable
        public init(fleetArn: String? = nil, fleetId: String? = nil, gameLiftVpcId: String? = nil, ipV4CidrBlock: String? = nil, peerVpcId: String? = nil, status: VpcPeeringConnectionStatus? = nil, vpcPeeringConnectionId: String? = nil) {
            self.fleetArn = fleetArn
            self.fleetId = fleetId
            self.gameLiftVpcId = gameLiftVpcId
            self.ipV4CidrBlock = ipV4CidrBlock
            self.peerVpcId = peerVpcId
            self.status = status
            self.vpcPeeringConnectionId = vpcPeeringConnectionId
        }

        private enum CodingKeys: String, CodingKey {
            case fleetArn = "FleetArn"
            case fleetId = "FleetId"
            case gameLiftVpcId = "GameLiftVpcId"
            case ipV4CidrBlock = "IpV4CidrBlock"
            case peerVpcId = "PeerVpcId"
            case status = "Status"
            case vpcPeeringConnectionId = "VpcPeeringConnectionId"
        }
    }

    public struct VpcPeeringConnectionStatus: AWSDecodableShape {
        /// Code indicating the status of a VPC peering connection.
        public let code: String?
        /// Additional messaging associated with the connection status.
        public let message: String?

        @inlinable
        public init(code: String? = nil, message: String? = nil) {
            self.code = code
            self.message = message
        }

        private enum CodingKeys: String, CodingKey {
            case code = "Code"
            case message = "Message"
        }
    }
}

// MARK: - Errors

/// Error enum for GameLift
public struct GameLiftErrorType: AWSErrorType {
    enum Code: String {
        case conflictException = "ConflictException"
        case fleetCapacityExceededException = "FleetCapacityExceededException"
        case gameSessionFullException = "GameSessionFullException"
        case idempotentParameterMismatchException = "IdempotentParameterMismatchException"
        case internalServiceException = "InternalServiceException"
        case invalidFleetStatusException = "InvalidFleetStatusException"
        case invalidGameSessionStatusException = "InvalidGameSessionStatusException"
        case invalidRequestException = "InvalidRequestException"
        case limitExceededException = "LimitExceededException"
        case notFoundException = "NotFoundException"
        case notReadyException = "NotReadyException"
        case outOfCapacityException = "OutOfCapacityException"
        case taggingFailedException = "TaggingFailedException"
        case terminalRoutingStrategyException = "TerminalRoutingStrategyException"
        case unauthorizedException = "UnauthorizedException"
        case unsupportedRegionException = "UnsupportedRegionException"
    }

    private let error: Code
    public let context: AWSErrorContext?

    /// initialize GameLift
    public init?(errorCode: String, context: AWSErrorContext) {
        guard let error = Code(rawValue: errorCode) else { return nil }
        self.error = error
        self.context = context
    }

    internal init(_ error: Code) {
        self.error = error
        self.context = nil
    }

    /// return error code string
    public var errorCode: String { self.error.rawValue }

    /// The requested operation would cause a conflict with the current state of a service resource associated with the request. Resolve the conflict before retrying this request.
    public static var conflictException: Self { .init(.conflictException) }
    /// The specified fleet has no available instances to fulfill a CreateGameSession request. Clients can retry such requests immediately or after a waiting period.
    public static var fleetCapacityExceededException: Self { .init(.fleetCapacityExceededException) }
    /// The game instance is currently full and cannot allow the requested player(s) to join. Clients can retry such requests immediately or after a waiting period.
    public static var gameSessionFullException: Self { .init(.gameSessionFullException) }
    /// A game session with this custom ID string already exists in this fleet. Resolve this conflict before retrying this request.
    public static var idempotentParameterMismatchException: Self { .init(.idempotentParameterMismatchException) }
    /// The service encountered an unrecoverable internal failure while processing the request. Clients can retry such requests immediately or after a waiting period.
    public static var internalServiceException: Self { .init(.internalServiceException) }
    /// The requested operation would cause a conflict with the current state of a resource associated with the request and/or the fleet. Resolve the conflict before retrying.
    public static var invalidFleetStatusException: Self { .init(.invalidFleetStatusException) }
    /// The requested operation would cause a conflict with the current state of a resource associated with the request and/or the game instance. Resolve the conflict before retrying.
    public static var invalidGameSessionStatusException: Self { .init(.invalidGameSessionStatusException) }
    /// One or more parameter values in the request are invalid. Correct the invalid parameter values before retrying.
    public static var invalidRequestException: Self { .init(.invalidRequestException) }
    /// The requested operation would cause the resource to exceed the allowed service limit. Resolve the issue before retrying.
    public static var limitExceededException: Self { .init(.limitExceededException) }
    /// The requested resources was not found. The resource was either not created yet or deleted.
    public static var notFoundException: Self { .init(.notFoundException) }
    ///  The operation failed because Amazon GameLift Servers has not yet finished validating this compute. We recommend attempting 8 to 10 retries over 3 to 5 minutes with exponential backoffs and jitter.
    public static var notReadyException: Self { .init(.notReadyException) }
    /// The specified game server group has no available game servers to fulfill a ClaimGameServer request. Clients can retry such requests immediately or after a waiting period.
    public static var outOfCapacityException: Self { .init(.outOfCapacityException) }
    /// The requested tagging operation did not succeed. This may be due to invalid tag format or the maximum tag limit may have been exceeded. Resolve the issue before retrying.
    public static var taggingFailedException: Self { .init(.taggingFailedException) }
    /// The service is unable to resolve the routing for a particular alias because it has a terminal RoutingStrategy associated with it. The message returned in this exception is the message defined in the routing strategy itself. Such requests should only be retried if the routing strategy for the specified alias is modified.
    public static var terminalRoutingStrategyException: Self { .init(.terminalRoutingStrategyException) }
    /// The client failed authentication. Clients should not retry such requests.
    public static var unauthorizedException: Self { .init(.unauthorizedException) }
    /// The requested operation is not supported in the Region specified.
    public static var unsupportedRegionException: Self { .init(.unsupportedRegionException) }
}

extension GameLiftErrorType: Equatable {
    public static func == (lhs: GameLiftErrorType, rhs: GameLiftErrorType) -> Bool {
        lhs.error == rhs.error
    }
}

extension GameLiftErrorType: CustomStringConvertible {
    public var description: String {
        return "\(self.error.rawValue): \(self.message ?? "")"
    }
}
